BITFALL/Assets/Plugins/CW/Shared/Common/Examples/Scripts/CwCameraLook.cs

122 lines
4.3 KiB
C#

using UnityEngine;
namespace CW.Common
{
/// <summary>This component allows you to freely rotate the current GameObject using local rotations.</summary>
[HelpURL(CwShared.HelpUrlPrefix + "CwCameraLook")]
[AddComponentMenu(CwShared.ComponentMenuPrefix + "Camera Look")]
public class CwCameraLook : MonoBehaviour
{
/// <summary>Is this component currently listening for inputs?</summary>
public bool Listen { set { listen = value; } get { return listen; } } [SerializeField] private bool listen = true;
/// <summary>How quickly the rotation transitions from the current to the target value (-1 = instant).</summary>
public float Damping { set { damping = value; } get { return damping; } } [SerializeField] private float damping = 10.0f;
/// <summary>How quickly the mouse/finger movements rotate the camera.</summary>
public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [SerializeField] private float sensitivity = 1.0f;
/// <summary>The keys/fingers required to pitch down/up.</summary>
public CwInputManager.Axis PitchControls { set { pitchControls = value; } get { return pitchControls; } } [SerializeField] private CwInputManager.Axis pitchControls = new CwInputManager.Axis(1, true, CwInputManager.AxisGesture.VerticalDrag, -10.0f, KeyCode.None, KeyCode.None, KeyCode.None, KeyCode.None, 45.0f);
/// <summary>The keys/fingers required to yaw left/right.</summary>
public CwInputManager.Axis YawControls { set { yawControls = value; } get { return yawControls; } } [SerializeField] private CwInputManager.Axis yawControls = new CwInputManager.Axis(1, true, CwInputManager.AxisGesture.HorizontalDrag, 10.0f, KeyCode.None, KeyCode.None, KeyCode.None, KeyCode.None, 45.0f);
/// <summary>The keys/fingers required to roll left/right.</summary>
public CwInputManager.Axis RollControls { set { rollControls = value; } get { return rollControls; } } [SerializeField] private CwInputManager.Axis rollControls = new CwInputManager.Axis(2, true, CwInputManager.AxisGesture.Twist, 1.0f, KeyCode.E, KeyCode.Q, KeyCode.None, KeyCode.None, 45.0f);
[System.NonSerialized]
private Quaternion remainingDelta = Quaternion.identity;
protected virtual void Start()
{
CwInputManager.EnsureThisComponentExists();
}
protected virtual void OnDisable()
{
//oldMousePositionSet = false;
}
protected virtual void Update()
{
if (listen == true)
{
AddToDelta();
}
DampenDelta();
}
protected virtual void OnApplicationFocus(bool focus)
{
//oldMousePositionSet = false;
}
private void AddToDelta()
{
// Get delta from binds
var delta = default(Vector3);
delta.x = pitchControls.GetValue(Time.deltaTime);
delta.y = yawControls.GetValue(Time.deltaTime);
delta.z = rollControls.GetValue(Time.deltaTime);
delta *= sensitivity;
// Store old rotation
var oldRotation = transform.localRotation;
// Rotate
transform.Rotate(delta.x, delta.y, 0.0f, Space.Self);
transform.Rotate(0.0f, 0.0f, delta.z, Space.Self);
// Add to remaining
remainingDelta *= Quaternion.Inverse(oldRotation) * transform.localRotation;
// Revert rotation
transform.localRotation = oldRotation;
}
private void DampenDelta()
{
// Dampen remaining delta
var factor = CwHelper.DampenFactor(damping, Time.deltaTime);
var newDelta = Quaternion.Slerp(remainingDelta, Quaternion.identity, factor);
// Rotate by difference
transform.localRotation = transform.localRotation * Quaternion.Inverse(newDelta) * remainingDelta;
// Update remaining
remainingDelta = newDelta;
}
}
}
#if UNITY_EDITOR
namespace CW.Common
{
using UnityEditor;
using TARGET = CwCameraLook;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class CwCameraLook_Editor : CwEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("listen", "Is this component currently listening for inputs?");
Draw("damping", "How quickly the rotation transitions from the current to the target value (-1 = instant).");
Separator();
Draw("pitchControls", "The keys/fingers required to pitch down/up.");
Draw("yawControls", "The keys/fingers required to yaw left/right.");
Draw("rollControls", "The keys/fingers required to roll left/right.");
}
}
}
#endif