93 lines
3.1 KiB
C#
93 lines
3.1 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 rotate the current GameObject using local Euler rotations, allowing you to create a typical FPS camera system, or orbital camera system.</summary>
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[HelpURL(CwShared.HelpUrlPrefix + "CwCameraPivot")]
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[AddComponentMenu(CwShared.ComponentMenuPrefix + "Camera Pivot")]
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public class CwCameraPivot : 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 keys/fingers required to pitch down/up.</summary>
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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);
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/// <summary>The keys/fingers required to yaw left/right.</summary>
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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);
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[System.NonSerialized]
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private Vector3 remainingDelta;
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protected virtual void OnEnable()
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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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remainingDelta.x += pitchControls.GetValue(Time.deltaTime);
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remainingDelta.y += yawControls .GetValue(Time.deltaTime);
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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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// Rotate by difference
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var euler = transform.localEulerAngles;
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euler.x = -Mathf.DeltaAngle(euler.x, 0.0f);
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euler += remainingDelta - newDelta;
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euler.x = Mathf.Clamp(euler.x, -89.0f, 89.0f);
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transform.localEulerAngles = euler;
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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 = CwCameraPivot;
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[CanEditMultipleObjects]
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[CustomEditor(typeof(TARGET))]
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public class CwCameraPivot_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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Separator();
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Draw("pitchControls", "The keys/fingers required to pitch down/up.");
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Draw("yawControls", "The keys/fingers required to yaw left/right.");
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}
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}
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}
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#endif |