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FreeCamera.cs
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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
#define USE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Rendering
{
/// <summary>
/// Utility Free Camera component.
/// </summary>
[CoreRPHelpURLAttribute("Free-Camera")]
public class FreeCamera : MonoBehaviour
{
const float k_MouseSensitivityMultiplier = 0.01f;
/// <summary>
/// Rotation speed when using a controller.
/// </summary>
public float m_LookSpeedController = 120f;
/// <summary>
/// Rotation speed when using the mouse.
/// </summary>
public float m_LookSpeedMouse = 4.0f;
/// <summary>
/// Movement speed.
/// </summary>
public float m_MoveSpeed = 10.0f;
/// <summary>
/// Value added to the speed when incrementing.
/// </summary>
public float m_MoveSpeedIncrement = 2.5f;
/// <summary>
/// Scale factor of the turbo mode.
/// </summary>
public float m_Turbo = 10.0f;
#if !USE_INPUT_SYSTEM
private static string kMouseX = "Mouse X";
private static string kMouseY = "Mouse Y";
private static string kRightStickX = "Controller Right Stick X";
private static string kRightStickY = "Controller Right Stick Y";
private static string kVertical = "Vertical";
private static string kHorizontal = "Horizontal";
private static string kYAxis = "YAxis";
private static string kSpeedAxis = "Speed Axis";
#endif
#if USE_INPUT_SYSTEM
InputAction lookAction;
InputAction moveAction;
InputAction speedAction;
InputAction yMoveAction;
#endif
void OnEnable()
{
RegisterInputs();
}
void RegisterInputs()
{
#if USE_INPUT_SYSTEM
var map = new InputActionMap("Free Camera");
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
moveAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
speedAction = map.AddAction("speed", binding: "<Gamepad>/dpad");
yMoveAction = map.AddAction("yMove");
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
moveAction.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");
speedAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/home")
.With("Down", "<Keyboard>/end");
yMoveAction.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");
moveAction.Enable();
lookAction.Enable();
speedAction.Enable();
yMoveAction.Enable();
#endif
#if UNITY_EDITOR && !USE_INPUT_SYSTEM
List<InputManagerEntry> inputEntries = new List<InputManagerEntry>();
// Add new bindings
inputEntries.Add(new InputManagerEntry { name = kRightStickX, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fourth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f });
inputEntries.Add(new InputManagerEntry { name = kRightStickY, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fifth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f, invert = true });
inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 5", btnNegative = "page down", altBtnNegative = "joystick button 4", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "q", btnNegative = "e", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "home", btnNegative = "end", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
InputRegistering.RegisterInputs(inputEntries);
#endif
}
float inputRotateAxisX, inputRotateAxisY;
float inputChangeSpeed;
float inputVertical, inputHorizontal, inputYAxis;
bool leftShiftBoost, leftShift, fire1;
void UpdateInputs()
{
inputRotateAxisX = 0.0f;
inputRotateAxisY = 0.0f;
leftShiftBoost = false;
fire1 = false;
#if USE_INPUT_SYSTEM
var lookDelta = lookAction.ReadValue<Vector2>();
inputRotateAxisX = lookDelta.x * m_LookSpeedMouse * k_MouseSensitivityMultiplier;
inputRotateAxisY = lookDelta.y * m_LookSpeedMouse * k_MouseSensitivityMultiplier;
leftShift = Keyboard.current.leftShiftKey.isPressed;
fire1 = Mouse.current?.leftButton?.isPressed == true || Gamepad.current?.xButton?.isPressed == true;
inputChangeSpeed = speedAction.ReadValue<Vector2>().y;
var moveDelta = moveAction.ReadValue<Vector2>();
inputVertical = moveDelta.y;
inputHorizontal = moveDelta.x;
inputYAxis = yMoveAction.ReadValue<Vector2>().y;
#else
if (Input.GetMouseButton(1))
{
leftShiftBoost = true;
inputRotateAxisX = Input.GetAxis(kMouseX) * m_LookSpeedMouse;
inputRotateAxisY = Input.GetAxis(kMouseY) * m_LookSpeedMouse;
}
inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * k_MouseSensitivityMultiplier);
inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * k_MouseSensitivityMultiplier);
leftShift = Input.GetKey(KeyCode.LeftShift);
fire1 = Input.GetAxis("Fire1") > 0.0f;
inputChangeSpeed = Input.GetAxis(kSpeedAxis);
inputVertical = Input.GetAxis(kVertical);
inputHorizontal = Input.GetAxis(kHorizontal);
inputYAxis = Input.GetAxis(kYAxis);
#endif
}
void Update()
{
// If the debug menu is running, we don't want to conflict with its inputs.
if (DebugManager.instance.displayRuntimeUI)
return;
UpdateInputs();
if (inputChangeSpeed != 0.0f)
{
m_MoveSpeed += inputChangeSpeed * m_MoveSpeedIncrement;
if (m_MoveSpeed < m_MoveSpeedIncrement) m_MoveSpeed = m_MoveSpeedIncrement;
}
bool moved = inputRotateAxisX != 0.0f || inputRotateAxisY != 0.0f || inputVertical != 0.0f || inputHorizontal != 0.0f || inputYAxis != 0.0f;
if (moved)
{
float rotationX = transform.localEulerAngles.x;
float newRotationY = transform.localEulerAngles.y + inputRotateAxisX;
// Weird clamping code due to weird Euler angle mapping...
float newRotationX = (rotationX - inputRotateAxisY);
if (rotationX <= 90.0f && newRotationX >= 0.0f)
newRotationX = Mathf.Clamp(newRotationX, 0.0f, 90.0f);
if (rotationX >= 270.0f)
newRotationX = Mathf.Clamp(newRotationX, 270.0f, 360.0f);
transform.localRotation = Quaternion.Euler(newRotationX, newRotationY, transform.localEulerAngles.z);
float moveSpeed = Time.deltaTime * m_MoveSpeed;
if (fire1 || leftShiftBoost && leftShift)
moveSpeed *= m_Turbo;
transform.position += inputVertical * moveSpeed * transform.forward;
transform.position += inputHorizontal * moveSpeed * transform.right;
transform.position += inputYAxis * moveSpeed * Vector3.up;
}
}
}
}