Added free roam camera

dev-main
Hazim Bin Ijaz 7 days ago
parent 54c4546b2e
commit 0be86cd533

@ -16,6 +16,13 @@ public class EdgePanningController : MonoBehaviour
public float resetSpeed = 2f; // Speed of resetting panning
public Vector2 panLimit = new Vector2(0.5f, 0.5f); // Max panning limit (x, y)
// --- Added fields for free roam mode ---
public float freeRoamSpeed = 10f; // Speed of free roam movement
private bool isFreeRoamMode = false; // Toggle for free roam mode
private Vector3 savedCameraPosition; // Stores camera position before free roam
private Quaternion savedCameraRotation; // Stores camera rotation before free roam
private Transform savedFollowTarget; // Stores the original follow target
private Vector3 defaultOffset;
private Vector3 panningOffset;
private bool isPanning = false;
@ -55,10 +62,73 @@ public class EdgePanningController : MonoBehaviour
private void Update()
{
// Check for backspace key to toggle free roam mode
if (Input.GetKeyDown(KeyCode.Backspace))
{
ToggleFreeRoamMode();
}
// When in free roam mode, handle free movement and bypass normal edge panning
if (isFreeRoamMode)
{
HandleFreeRoam();
return; // Skip the rest of Update so the panning logic is not executed
}
// Normal camera behavior (edge panning) if a target is set
if (targetFound)
HandleEdgePanning();
}
/// <summary>
/// Toggles the free roam mode on/off.
/// </summary>
private void ToggleFreeRoamMode()
{
isFreeRoamMode = !isFreeRoamMode;
if (isFreeRoamMode)
{
// Activate free roam: save current camera state and disable following
savedCameraPosition = virtualCamera.transform.position;
savedCameraRotation = virtualCamera.transform.rotation;
savedFollowTarget = virtualCamera.Follow; // Save the current follow target if any
virtualCamera.Follow = null; // Detach so the camera can be controlled directly
}
else
{
// Deactivate free roam: restore the previous camera state and resume following target
virtualCamera.transform.position = savedCameraPosition;
virtualCamera.transform.rotation = savedCameraRotation;
virtualCamera.Follow = savedFollowTarget; // Reattach the follow target
// Reset panning variables so the camera aligns with its default offset
cameraOffset.m_Offset = defaultOffset;
isPanning = false;
panningOffset = defaultOffset;
}
}
/// <summary>
/// Handles free roam camera movement when free roam mode is active.
/// Uses the Horizontal/Vertical axes and Q/E keys to move up and down.
/// </summary>
private void HandleFreeRoam()
{
float horizontal = Input.GetAxis("Horizontal"); // A/D or Left/Right
float vertical = Input.GetAxis("Vertical"); // W/S or Up/Down
// Use E to ascend and Q to descend (you can change these keys if needed)
float ascent = 0f;
if (Input.GetKey(KeyCode.E))
ascent = 1f;
else if (Input.GetKey(KeyCode.Q))
ascent = -1f;
// Compute movement relative to current camera orientation
Vector3 movement = new Vector3(horizontal, ascent, vertical);
virtualCamera.transform.position += virtualCamera.transform.rotation * movement * freeRoamSpeed * Time.deltaTime;
}
private void HandleEdgePanning()
{
if (targetCharacter == null) return;
@ -79,28 +149,28 @@ public class EdgePanningController : MonoBehaviour
bool isHoveringTarget = IsCursorOverTargetCharacter();
// ✅ If the cursor touches the center or target **even for a millisecond**, trigger reset
// If the cursor touches the center or target even for a moment, trigger reset
if (isNearCenter || isHoveringTarget)
{
shouldReset = true; // Set the flag so reset starts immediately
shouldReset = true;
}
// ✅ If reset is triggered, smoothly return to default position
// When resetting, smoothly return to the default position
if (shouldReset && isPanning)
{
cameraOffset.m_Offset = Vector3.Lerp(cameraOffset.m_Offset, defaultOffset, Time.deltaTime * resetSpeed);
// ✅ Once back to default, stop resetting and reset flag
// Once the camera gets close enough to default, stop panning and reset the flag
if (Vector3.Distance(cameraOffset.m_Offset, defaultOffset) < 0.01f)
{
isPanning = false;
panningOffset = defaultOffset;
shouldReset = false; // Reset flag
shouldReset = false;
}
return;
}
// If cursor is near the edges, start panning (up to limit)
// If the cursor is near the edges, adjust the offset (within limits)
if (mousePos.x <= edgeThreshold) newOffset.x = Mathf.Max(defaultOffset.x - panLimit.x, newOffset.x - panSpeed);
if (mousePos.x >= screenWidth - edgeThreshold) newOffset.x = Mathf.Min(defaultOffset.x + panLimit.x, newOffset.x + panSpeed);
if (mousePos.y <= edgeThreshold) newOffset.y = Mathf.Max(defaultOffset.y - panLimit.y, newOffset.y - panSpeed);

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