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CrowdControl/Assets/Feel/MMTools/Tools/MMCamera/MMOrbitalCamera.cs

242 lines
7.5 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.Events;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to make a camera orbit around a target
/// </summary>
[AddComponentMenu("More Mountains/Tools/Camera/MMOrbitalCamera")]
public class MMOrbitalCamera : MonoBehaviour
{
/// the possible input modes for this camera
public enum Modes { Mouse, Touch }
[Header("Setup")]
/// the selected input mode
public Modes Mode = Modes.Touch;
/// the object to orbit around
public Transform Target;
/// the offset to apply while orbiting
public Vector3 TargetOffset;
/// the current distance to target
[MMReadOnly]
public float DistanceToTarget = 5f;
[Header("Rotation")]
/// whether or not rotation is enabled
public bool RotationEnabled = true;
/// the speed of the rotation
public Vector2 RotationSpeed = new Vector2(200f, 200f);
/// the minimum vertical angle limit
public int MinVerticalAngleLimit = -80;
/// the maximum vertical angle limit
public int MaxVerticalAngleLimit = 80;
[Header("Zoom")]
/// whether or not zoom is enabled
public bool ZoomEnabled = true;
/// the minimum distance at which the user can zoom in
public float MinimumZoomDistance = 0.6f;
/// the max distance at which the user can zoom out
public float MaximumZoomDistance = 20;
/// the speed of the zoom interpolation
public int ZoomSpeed = 40;
/// the dampening to apply to the zoom
public float ZoomDampening = 5f;
[Header("Mouse Zoom")]
/// the speed at which scrolling the mouse wheel will zoom
public float MouseWheelSpeed = 10f;
/// the max value at which to clamp the mouse wheel
public float MaxMouseWheelClamp = 10f;
[Header("Steps")]
/// the distance after which to trigger a step
public float StepThreshold = 1;
/// an event to trigger when a step is met
public UnityEvent StepFeedback;
protected float _angleX = 0f;
protected float _angleY = 0f;
protected float _currentDistance;
protected float _desiredDistance;
protected Quaternion _currentRotation;
protected Quaternion _desiredRotation;
protected Quaternion _rotation;
protected Vector3 _position;
protected float _scrollWheelAmount = 0;
protected float _stepBuffer = 0f;
/// <summary>
/// On Start we initialize our orbital camera
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// On init we store our positions and rotations
/// </summary>
public virtual void Initialization()
{
// if no target is set, we throw an error and exit
if (Target == null)
{
Debug.LogError(this.gameObject.name + " : the MMOrbitalCamera doesn't have a target.");
return;
}
DistanceToTarget = Vector3.Distance(Target.position, transform.position);
_currentDistance = DistanceToTarget;
_desiredDistance = DistanceToTarget;
_position = transform.position;
_rotation = transform.rotation;
_currentRotation = transform.rotation;
_desiredRotation = transform.rotation;
_angleX = Vector3.Angle(Vector3.right, transform.right);
_angleY = Vector3.Angle(Vector3.up, transform.up);
}
/// <summary>
/// On late update we rotate, zoom, detect steps and finally apply our movement
/// </summary>
protected virtual void LateUpdate()
{
if (Target == null)
{
return;
}
Rotation();
Zoom();
StepDetection();
ApplyMovement();
}
/// <summary>
/// Rotates the camera around the object
/// </summary>
protected virtual void Rotation()
{
if (!RotationEnabled)
{
return;
}
if (Mode == Modes.Touch && (Input.touchCount > 0))
{
if ((Input.touches[0].phase == TouchPhase.Moved) && (Input.touchCount == 1))
{
float screenHeight = Screen.currentResolution.height;
if (Input.touches[0].position.y < screenHeight/4)
{
return;
}
float swipeSpeed = Input.touches[0].deltaPosition.magnitude / Input.touches[0].deltaTime;
_angleX += Input.touches[0].deltaPosition.x * RotationSpeed.x * Time.deltaTime * swipeSpeed * 0.00001f;
_angleY -= Input.touches[0].deltaPosition.y * RotationSpeed.y * Time.deltaTime * swipeSpeed * 0.00001f;
_stepBuffer += Input.touches[0].deltaPosition.x;
_angleY = MMMaths.ClampAngle(_angleY, MinVerticalAngleLimit, MaxVerticalAngleLimit);
_desiredRotation = Quaternion.Euler(_angleY, _angleX, 0);
_currentRotation = transform.rotation;
_rotation = Quaternion.Lerp(_currentRotation, _desiredRotation, Time.deltaTime * ZoomDampening);
transform.rotation = _rotation;
}
else if (Input.touchCount == 1 && Input.touches[0].phase == TouchPhase.Began)
{
_desiredRotation = transform.rotation;
}
if (transform.rotation != _desiredRotation)
{
_rotation = Quaternion.Lerp(transform.rotation, _desiredRotation, Time.deltaTime * ZoomDampening);
transform.rotation = _rotation;
}
}
else if (Mode == Modes.Mouse)
{
_angleX += Input.GetAxis("Mouse X") * RotationSpeed.x * Time.deltaTime;
_angleY += -Input.GetAxis("Mouse Y") * RotationSpeed.y * Time.deltaTime;
_angleY = Mathf.Clamp(_angleY, MinVerticalAngleLimit, MaxVerticalAngleLimit);
_desiredRotation = Quaternion.Euler(new Vector3(_angleY, _angleX, 0));
_currentRotation = transform.rotation;
_rotation = Quaternion.Lerp(_currentRotation, _desiredRotation, Time.deltaTime * ZoomDampening);
transform.rotation = _rotation;
}
}
/// <summary>
/// Detects steps
/// </summary>
protected virtual void StepDetection()
{
if (Mathf.Abs(_stepBuffer) > StepThreshold)
{
StepFeedback?.Invoke();
_stepBuffer = 0f;
}
}
/// <summary>
/// Zooms
/// </summary>
protected virtual void Zoom()
{
if (!ZoomEnabled)
{
return;
}
if (Mode == Modes.Touch && (Input.touchCount > 0))
{
if (Input.touchCount == 2)
{
Touch firstTouch = Input.GetTouch(0);
Touch secondTouch = Input.GetTouch(1);
Vector2 firstTouchPreviousPosition = firstTouch.position - firstTouch.deltaPosition;
Vector2 secondTouchPreviousPosition = secondTouch.position - secondTouch.deltaPosition;
float previousTouchDeltaMagnitude = (firstTouchPreviousPosition - secondTouchPreviousPosition).magnitude;
float thisTouchDeltaMagnitude = (firstTouch.position - secondTouch.position).magnitude;
float deltaMagnitudeDifference = previousTouchDeltaMagnitude - thisTouchDeltaMagnitude;
_desiredDistance += deltaMagnitudeDifference * Time.deltaTime * ZoomSpeed * Mathf.Abs(_desiredDistance) * 0.001f;
_desiredDistance = Mathf.Clamp(_desiredDistance, MinimumZoomDistance, MaximumZoomDistance);
_currentDistance = Mathf.Lerp(_currentDistance, _desiredDistance, Time.deltaTime * ZoomDampening);
}
}
else if (Mode == Modes.Mouse)
{
_scrollWheelAmount += - Input.GetAxis("Mouse ScrollWheel") * MouseWheelSpeed;
_scrollWheelAmount = Mathf.Clamp(_scrollWheelAmount, -MaxMouseWheelClamp, MaxMouseWheelClamp);
float deltaMagnitudeDifference = _scrollWheelAmount;
_desiredDistance += deltaMagnitudeDifference * Time.deltaTime * ZoomSpeed * Mathf.Abs(_desiredDistance) * 0.001f;
_desiredDistance = Mathf.Clamp(_desiredDistance, MinimumZoomDistance, MaximumZoomDistance);
_currentDistance = Mathf.Lerp(_currentDistance, _desiredDistance, Time.deltaTime * ZoomDampening);
}
}
/// <summary>
/// Moves the transform
/// </summary>
protected virtual void ApplyMovement()
{
_position = Target.position - (_rotation * Vector3.forward * _currentDistance + TargetOffset);
transform.position = _position;
}
}
}