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- #if ENABLE_INPUT_SYSTEM
- using UnityEngine.InputSystem;
- #endif
- using UnityEngine;
- namespace UnityTemplateProjects
- {
- public class SimpleCameraController : MonoBehaviour
- {
- class CameraState
- {
- public float yaw;
- public float pitch;
- public float roll;
- public float x;
- public float y;
- public float z;
- public void SetFromTransform(Transform t)
- {
- pitch = t.eulerAngles.x;
- yaw = t.eulerAngles.y;
- roll = t.eulerAngles.z;
- x = t.position.x;
- y = t.position.y;
- z = t.position.z;
- }
- public void Translate(Vector3 translation)
- {
- Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
- x += rotatedTranslation.x;
- y += rotatedTranslation.y;
- z += rotatedTranslation.z;
- }
- public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
- {
- yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
- pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
- roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
-
- x = Mathf.Lerp(x, target.x, positionLerpPct);
- y = Mathf.Lerp(y, target.y, positionLerpPct);
- z = Mathf.Lerp(z, target.z, positionLerpPct);
- }
- public void UpdateTransform(Transform t)
- {
- t.eulerAngles = new Vector3(pitch, yaw, roll);
- t.position = new Vector3(x, y, z);
- }
- }
- const float k_MouseSensitivityMultiplier = 0.01f;
- CameraState m_TargetCameraState = new CameraState();
- CameraState m_InterpolatingCameraState = new CameraState();
- [Header("Movement Settings")]
- [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
- public float boost = 3.5f;
- [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
- public float positionLerpTime = 0.2f;
- [Header("Rotation Settings")]
- [Tooltip("Multiplier for the sensitivity of the rotation.")]
- public float mouseSensitivity = 60.0f;
- [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
- public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
- [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
- public float rotationLerpTime = 0.01f;
- [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
- public bool invertY = false;
- #if ENABLE_INPUT_SYSTEM
- InputAction movementAction;
- InputAction verticalMovementAction;
- InputAction lookAction;
- InputAction boostFactorAction;
- bool mouseRightButtonPressed;
- void Start()
- {
- var map = new InputActionMap("Simple Camera Controller");
- lookAction = map.AddAction("look", binding: "<Mouse>/delta");
- movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
- verticalMovementAction = map.AddAction("Vertical Movement");
- boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
- lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
- movementAction.AddCompositeBinding("Dpad")
- .With("Up", "<Keyboard>/w")
- .With("Up", "<Keyboard>/upArrow")
- .With("Down", "<Keyboard>/s")
- .With("Down", "<Keyboard>/downArrow")
- .With("Left", "<Keyboard>/a")
- .With("Left", "<Keyboard>/leftArrow")
- .With("Right", "<Keyboard>/d")
- .With("Right", "<Keyboard>/rightArrow");
- verticalMovementAction.AddCompositeBinding("Dpad")
- .With("Up", "<Keyboard>/pageUp")
- .With("Down", "<Keyboard>/pageDown")
- .With("Up", "<Keyboard>/e")
- .With("Down", "<Keyboard>/q")
- .With("Up", "<Gamepad>/rightshoulder")
- .With("Down", "<Gamepad>/leftshoulder");
- boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
- movementAction.Enable();
- lookAction.Enable();
- verticalMovementAction.Enable();
- boostFactorAction.Enable();
- }
- #endif
- void OnEnable()
- {
- m_TargetCameraState.SetFromTransform(transform);
- m_InterpolatingCameraState.SetFromTransform(transform);
- }
- Vector3 GetInputTranslationDirection()
- {
- Vector3 direction = Vector3.zero;
- #if ENABLE_INPUT_SYSTEM
- var moveDelta = movementAction.ReadValue<Vector2>();
- direction.x = moveDelta.x;
- direction.z = moveDelta.y;
- direction.y = verticalMovementAction.ReadValue<Vector2>().y;
- #else
- if (Input.GetKey(KeyCode.W))
- {
- direction += Vector3.forward;
- }
- if (Input.GetKey(KeyCode.S))
- {
- direction += Vector3.back;
- }
- if (Input.GetKey(KeyCode.A))
- {
- direction += Vector3.left;
- }
- if (Input.GetKey(KeyCode.D))
- {
- direction += Vector3.right;
- }
- if (Input.GetKey(KeyCode.Q))
- {
- direction += Vector3.down;
- }
- if (Input.GetKey(KeyCode.E))
- {
- direction += Vector3.up;
- }
- #endif
- return direction;
- }
-
- void Update()
- {
- // Exit Sample
- if (IsEscapePressed())
- {
- Application.Quit();
- #if UNITY_EDITOR
- UnityEditor.EditorApplication.isPlaying = false;
- #endif
- }
- // Hide and lock cursor when right mouse button pressed
- if (IsRightMouseButtonDown())
- {
- Cursor.lockState = CursorLockMode.Locked;
- }
- // Unlock and show cursor when right mouse button released
- if (IsRightMouseButtonUp())
- {
- Cursor.visible = true;
- Cursor.lockState = CursorLockMode.None;
- }
- // Rotation
- if (IsCameraRotationAllowed())
- {
- var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
- if (invertY)
- mouseMovement.y = -mouseMovement.y;
-
- var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
- m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
- m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
- }
-
- // Translation
- var translation = GetInputTranslationDirection() * Time.deltaTime;
- // Speed up movement when shift key held
- if (IsBoostPressed())
- {
- translation *= 10.0f;
- }
-
- // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
- boost += GetBoostFactor();
- translation *= Mathf.Pow(2.0f, boost);
- m_TargetCameraState.Translate(translation);
- // Framerate-independent interpolation
- // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
- var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
- var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
- m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
- m_InterpolatingCameraState.UpdateTransform(transform);
- }
- float GetBoostFactor()
- {
- #if ENABLE_INPUT_SYSTEM
- return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
- #else
- return Input.mouseScrollDelta.y * 0.01f;
- #endif
- }
- Vector2 GetInputLookRotation()
- {
- // try to compensate the diff between the two input systems by multiplying with empirical values
- #if ENABLE_INPUT_SYSTEM
- var delta = lookAction.ReadValue<Vector2>();
- delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
- delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
- return delta;
- #else
- return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
- #endif
- }
- bool IsBoostPressed()
- {
- #if ENABLE_INPUT_SYSTEM
- bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
- boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
- return boost;
- #else
- return Input.GetKey(KeyCode.LeftShift);
- #endif
- }
- bool IsEscapePressed()
- {
- #if ENABLE_INPUT_SYSTEM
- return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
- #else
- return Input.GetKey(KeyCode.Escape);
- #endif
- }
- bool IsCameraRotationAllowed()
- {
- #if ENABLE_INPUT_SYSTEM
- bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
- canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
- return canRotate;
- #else
- return Input.GetMouseButton(1);
- #endif
- }
- bool IsRightMouseButtonDown()
- {
- #if ENABLE_INPUT_SYSTEM
- return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
- #else
- return Input.GetMouseButtonDown(1);
- #endif
- }
- bool IsRightMouseButtonUp()
- {
- #if ENABLE_INPUT_SYSTEM
- return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
- #else
- return Input.GetMouseButtonUp(1);
- #endif
- }
- }
- }
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