129 lines
4.4 KiB
C#
129 lines
4.4 KiB
C#
using UnityEngine;
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namespace FIMSpace.Basics
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{
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/// <summary>
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/// FM: Simple component to controll behaviour of camera in free flying mode
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/// </summary>
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public class FBasic_FreeCameraBehaviour : MonoBehaviour
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{
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[Header("> Hold right mouse button to rotate camera <")]
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[Tooltip("How fast camera should fly")]
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public float SpeedMultiplier = 10f;
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[Tooltip("Value of acceleration smoothness")]
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public float AccelerationSmothnessValue = 10f;
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[Tooltip("Value of rotation smoothness")]
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public float RotationSmothnessValue = 10f;
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/// <summary> Just multiplier for rotation </summary>
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public float MouseSensitivity = 5f;
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public bool NeedRMB = true;
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/// <summary> Variables controlling turbo speed on shift key </summary>
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private float turboModeMultiply = 5f;
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/// <summary> Variable to hold speeds of directions for camera to fly </summary>
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private Vector3 speeds;
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private float ySpeed;
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/// <summary> Holding rotation value for camera to rotate</summary>
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private Vector3 rotation;
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/// <summary> Turbo multiplier for faster movement </summary>
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private float turbo = 1f;
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/// <summary>
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/// Just initializing few variables
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/// </summary>
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void Start()
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{
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speeds = Vector3.zero;
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ySpeed = 0f;
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rotation = transform.rotation.eulerAngles;
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}
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void Update()
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{
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// Detecting key movement factors
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float f = Input.GetAxis("Vertical");
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float r = Input.GetAxis("Horizontal");
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float forward = f * Time.smoothDeltaTime * SpeedMultiplier;
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float right = r * Time.smoothDeltaTime * SpeedMultiplier;
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// Smooth change turbo speed
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if (Input.GetKey(KeyCode.LeftShift))
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{
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turbo = Mathf.Lerp(turbo, turboModeMultiply, Time.smoothDeltaTime * 5f);
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}
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else
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{
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turbo = Mathf.Lerp(turbo, 1f, Time.smoothDeltaTime * 5f);
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}
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forward *= turbo;
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right *= turbo;
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if (Cursor.lockState != CursorLockMode.None)
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{
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// Rotation with pressed rmb
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if (Input.GetMouseButton(1) || !NeedRMB )
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{
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rotation.x -= (Input.GetAxis("Mouse Y") * 1f * MouseSensitivity);
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rotation.y += (Input.GetAxis("Mouse X") * 1f * MouseSensitivity);
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}
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}
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// Lerping speed variables for smooth effect
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speeds.z = Mathf.Lerp(speeds.z, forward, Time.smoothDeltaTime * AccelerationSmothnessValue);
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speeds.x = Mathf.Lerp(speeds.x, right, Time.smoothDeltaTime * AccelerationSmothnessValue);
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// Applying translation for current transform orientation
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transform.position += transform.forward * speeds.z;
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transform.position += transform.right * speeds.x;
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transform.position += transform.up * speeds.y;
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// Lerping rotation for smooth effect
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation), Time.smoothDeltaTime * RotationSmothnessValue);
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// Going in Up / Down directions in world reference
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if (Input.GetKey(KeyCode.LeftControl))
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{
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ySpeed = Mathf.Lerp(ySpeed, 1f, Time.smoothDeltaTime * AccelerationSmothnessValue);
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}
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else
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if (Input.GetButton("Jump"))
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{
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ySpeed = Mathf.Lerp(ySpeed, -1f, Time.smoothDeltaTime * AccelerationSmothnessValue);
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}
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else
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ySpeed = Mathf.Lerp(ySpeed, 0f, Time.smoothDeltaTime * AccelerationSmothnessValue);
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transform.position += Vector3.down * ySpeed * turbo * Time.smoothDeltaTime * SpeedMultiplier;
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}
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/// <summary>
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/// Cursor locking stuff
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/// </summary>
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public void FixedUpdate()
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{
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if (Input.GetMouseButton(1))
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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else
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{
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if (NeedRMB)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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}
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}
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}
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} |