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

93 lines
3.1 KiB
C#

using UnityEngine;
namespace CW.Common
{
/// <summary>This component allows you to rotate the current GameObject using local Euler rotations, allowing you to create a typical FPS camera system, or orbital camera system.</summary>
[HelpURL(CwShared.HelpUrlPrefix + "CwCameraPivot")]
[AddComponentMenu(CwShared.ComponentMenuPrefix + "Camera Pivot")]
public class CwCameraPivot : 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 position 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>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, -0.1f, 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, 0.1f, KeyCode.None, KeyCode.None, KeyCode.None, KeyCode.None, 45.0f);
[System.NonSerialized]
private Vector3 remainingDelta;
protected virtual void OnEnable()
{
CwInputManager.EnsureThisComponentExists();
}
protected virtual void Update()
{
if (listen == true)
{
AddToDelta();
}
DampenDelta();
}
private void AddToDelta()
{
remainingDelta.x += pitchControls.GetValue(Time.deltaTime);
remainingDelta.y += yawControls .GetValue(Time.deltaTime);
}
private void DampenDelta()
{
// Dampen remaining delta
var factor = CwHelper.DampenFactor(damping, Time.deltaTime);
var newDelta = Vector3.Lerp(remainingDelta, Vector3.zero, factor);
// Rotate by difference
var euler = transform.localEulerAngles;
euler.x = -Mathf.DeltaAngle(euler.x, 0.0f);
euler += remainingDelta - newDelta;
euler.x = Mathf.Clamp(euler.x, -89.0f, 89.0f);
transform.localEulerAngles = euler;
// Update remaining
remainingDelta = newDelta;
}
}
}
#if UNITY_EDITOR
namespace CW.Common
{
using UnityEditor;
using TARGET = CwCameraPivot;
[CanEditMultipleObjects]
[CustomEditor(typeof(TARGET))]
public class CwCameraPivot_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.");
}
}
}
#endif