111 lines
4.1 KiB
C#
111 lines
4.1 KiB
C#
using UnityEngine;
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namespace CW.Common
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{
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/// <summary>This component allows you to freely move the current GameObject based on mouse/finger drags.</summary>
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[HelpURL(CwShared.HelpUrlPrefix + "CwCameraMove")]
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[AddComponentMenu(CwShared.ComponentMenuPrefix + "Camera Move")]
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public class CwCameraMove : MonoBehaviour
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{
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/// <summary>Is this component currently listening for inputs?</summary>
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public bool Listen { set { listen = value; } get { return listen; } } [SerializeField] private bool listen = true;
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/// <summary>How quickly the position transitions from the current to the target value (-1 = instant).</summary>
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public float Damping { set { damping = value; } get { return damping; } } [SerializeField] private float damping = 10.0f;
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/// <summary>The movement speed will be multiplied by this.</summary>
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public float Sensitivity { set { sensitivity = value; } get { return sensitivity; } } [SerializeField] private float sensitivity = 1.0f;
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/// <summary>The keys/fingers required to move left/right.</summary>
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public CwInputManager.Axis HorizontalControls { set { horizontalControls = value; } get { return horizontalControls; } } [SerializeField] private CwInputManager.Axis horizontalControls = new CwInputManager.Axis(2, false, CwInputManager.AxisGesture.HorizontalDrag, 1.0f, KeyCode.A, KeyCode.D, KeyCode.LeftArrow, KeyCode.RightArrow, 100.0f);
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/// <summary>The keys/fingers required to move backward/forward.</summary>
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public CwInputManager.Axis DepthControls { set { depthControls = value; } get { return depthControls; } } [SerializeField] private CwInputManager.Axis depthControls = new CwInputManager.Axis(2, false, CwInputManager.AxisGesture.HorizontalDrag, 1.0f, KeyCode.S, KeyCode.W, KeyCode.DownArrow, KeyCode.UpArrow, 100.0f);
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/// <summary>The keys/fingers required to move down/up.</summary>
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public CwInputManager.Axis VerticalControls { set { verticalControls = value; } get { return verticalControls; } } [SerializeField] private CwInputManager.Axis verticalControls = new CwInputManager.Axis(3, false, CwInputManager.AxisGesture.HorizontalDrag, 1.0f, KeyCode.F, KeyCode.R, KeyCode.None, KeyCode.None, 100.0f);
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[System.NonSerialized]
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private Vector3 remainingDelta;
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protected virtual void Start()
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{
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CwInputManager.EnsureThisComponentExists();
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}
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protected virtual void Update()
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{
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if (listen == true)
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{
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AddToDelta();
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}
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DampenDelta();
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}
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private void AddToDelta()
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{
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// Get delta from binds
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var delta = default(Vector3);
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delta.x = horizontalControls.GetValue(Time.deltaTime);
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delta.y = verticalControls .GetValue(Time.deltaTime);
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delta.z = depthControls .GetValue(Time.deltaTime);
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// Store old position
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var oldPosition = transform.position;
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// Translate
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transform.Translate(delta * sensitivity * Time.deltaTime, Space.Self);
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// Add to remaining
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var acceleration = transform.position - oldPosition;
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remainingDelta += acceleration;
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// Revert position
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transform.position = oldPosition;
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}
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private void DampenDelta()
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{
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// Dampen remaining delta
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var factor = CwHelper.DampenFactor(damping, Time.deltaTime);
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var newDelta = Vector3.Lerp(remainingDelta, Vector3.zero, factor);
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// Translate by difference
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transform.position += remainingDelta - newDelta;
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// Update remaining
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remainingDelta = newDelta;
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}
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}
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}
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#if UNITY_EDITOR
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namespace CW.Common
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{
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using UnityEditor;
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using TARGET = CwCameraMove;
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[CanEditMultipleObjects]
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[CustomEditor(typeof(TARGET))]
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public class CwCameraMove_Editor : CwEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("listen", "Is this component currently listening for inputs?");
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Draw("damping", "How quickly the rotation transitions from the current to the target value (-1 = instant).");
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Draw("sensitivity", "The movement speed will be multiplied by this.");
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Separator();
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Draw("horizontalControls", "The keys/fingers required to move right/left.");
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Draw("depthControls", "The keys/fingers required to move backward/forward.");
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Draw("verticalControls", "The keys/fingers required to move down/up.");
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}
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}
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}
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#endif |