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302 lines
9.3 KiB
C#
302 lines
9.3 KiB
C#
using UnityEngine;
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using Cinemachine;
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using System.Collections;
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using Unity.BossRoom.CameraUtils;
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public class EdgePanningController : MonoBehaviour
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{
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[Header("Camera References")]
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public CinemachineFreeLook virtualCamera;
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private CinemachineCameraOffset cameraOffset;
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private Transform cameraTransform;
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[Header("Edge Panning Settings")]
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public float edgeThreshold = 10f; // Distance from screen edge to trigger panning
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public float panSpeed = 20f; // World units per second
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public float maxPanDistance = 30f; // Maximum distance from player
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public float returnSpeed = 15f; // Speed when returning to player
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public float returnDelay = 0.5f; // Delay before auto-return starts
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[Header("Smoothing")]
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public float smoothTime = 0.1f; // Camera movement smoothing
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// Camera state
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private Transform targetCharacter;
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private Vector3 panOffset = Vector3.zero;
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private Vector3 currentVelocity = Vector3.zero;
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private float timeSincePanStopped = 0f;
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private bool isPanning = false;
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private bool isReturning = false;
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private Vector3 lastValidPosition;
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// Free camera mode (for debugging)
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private bool isFreeRoamMode = false;
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public float freeRoamSpeed = 20f;
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// Camera shake
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private Coroutine shakeCoroutine;
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private void Start()
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{
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// Get camera offset component
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cameraOffset = virtualCamera.GetComponent<CinemachineCameraOffset>();
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if (cameraOffset == null)
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{
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cameraOffset = virtualCamera.gameObject.AddComponent<CinemachineCameraOffset>();
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}
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// Cache camera transform
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cameraTransform = virtualCamera.transform;
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// Initialize offset
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cameraOffset.m_Offset = Vector3.zero;
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}
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private void Awake()
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{
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CameraController.OnCameraAttached += SetTargetCharacter;
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}
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private void OnDestroy()
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{
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CameraController.OnCameraAttached -= SetTargetCharacter;
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}
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private void SetTargetCharacter(Transform characterTransform)
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{
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targetCharacter = characterTransform.parent;
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lastValidPosition = targetCharacter.position;
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}
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private void LateUpdate()
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{
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// Toggle free roam mode
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if (Input.GetKeyDown(KeyCode.Backspace))
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{
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ToggleFreeRoamMode();
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}
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if (isFreeRoamMode)
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{
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HandleFreeRoam();
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return;
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}
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if (targetCharacter == null) return;
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HandleDotaStylePanning();
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}
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private void HandleDotaStylePanning()
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{
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Vector3 mousePos = Input.mousePosition;
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Vector3 panDirection = Vector3.zero;
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// Check screen edges
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bool nearEdge = false;
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// Left edge
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if (mousePos.x <= edgeThreshold)
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{
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float strength = 1f - (mousePos.x / edgeThreshold);
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panDirection.x = -strength;
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nearEdge = true;
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}
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// Right edge
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else if (mousePos.x >= Screen.width - edgeThreshold)
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{
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float strength = 1f - ((Screen.width - mousePos.x) / edgeThreshold);
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panDirection.x = strength;
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nearEdge = true;
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}
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// Bottom edge
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if (mousePos.y <= edgeThreshold)
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{
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float strength = 1f - (mousePos.y / edgeThreshold);
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panDirection.z = -strength;
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nearEdge = true;
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}
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// Top edge
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else if (mousePos.y >= Screen.height - edgeThreshold)
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{
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float strength = 1f - ((Screen.height - mousePos.y) / edgeThreshold);
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panDirection.z = strength;
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nearEdge = true;
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}
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// Handle panning state
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if (nearEdge)
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{
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isPanning = true;
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isReturning = false;
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timeSincePanStopped = 0f;
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// Convert pan direction to world space (relative to camera orientation)
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Vector3 forward = cameraTransform.forward;
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forward.y = 0;
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forward.Normalize();
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Vector3 right = cameraTransform.right;
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right.y = 0;
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right.Normalize();
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Vector3 worldPanDirection = (right * panDirection.x + forward * panDirection.z).normalized * panDirection.magnitude;
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// Apply panning
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Vector3 targetOffset = panOffset + worldPanDirection * panSpeed * Time.deltaTime;
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// Clamp to max distance
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if (targetOffset.magnitude > maxPanDistance)
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{
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targetOffset = targetOffset.normalized * maxPanDistance;
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}
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panOffset = targetOffset;
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}
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else
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{
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// Not near edge - handle return to player
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if (isPanning)
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{
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isPanning = false;
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timeSincePanStopped = 0f;
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}
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// Check if we should return to player
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timeSincePanStopped += Time.deltaTime;
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if (timeSincePanStopped >= returnDelay && panOffset.magnitude > 0.1f)
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{
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isReturning = true;
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// Smoothly return to player
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float returnAmount = returnSpeed * Time.deltaTime;
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if (panOffset.magnitude <= returnAmount)
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{
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panOffset = Vector3.zero;
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isReturning = false;
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}
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else
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{
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panOffset = Vector3.Lerp(panOffset, Vector3.zero, returnAmount / panOffset.magnitude);
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}
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}
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}
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// Apply the offset smoothly
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Vector3 targetPosition = targetCharacter.position + panOffset;
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cameraOffset.m_Offset = Vector3.SmoothDamp(cameraOffset.m_Offset, panOffset, ref currentVelocity, smoothTime);
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// Double-click to center on hero (Dota feature)
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if (Input.GetMouseButtonDown(0) && Input.GetMouseButtonDown(0)) // Simplified double-click detection
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{
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CenterOnHero();
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}
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// Space bar to instantly center (another Dota feature)
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if (Input.GetKeyDown(KeyCode.Space))
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{
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CenterOnHero();
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}
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}
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private void CenterOnHero()
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{
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panOffset = Vector3.zero;
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cameraOffset.m_Offset = Vector3.zero;
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currentVelocity = Vector3.zero;
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isPanning = false;
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isReturning = false;
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timeSincePanStopped = returnDelay; // Skip the delay
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}
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private void ToggleFreeRoamMode()
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{
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isFreeRoamMode = !isFreeRoamMode;
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if (isFreeRoamMode)
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{
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virtualCamera.Follow = null;
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virtualCamera.LookAt = null;
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}
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else
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{
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if (targetCharacter != null)
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{
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virtualCamera.Follow = targetCharacter;
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virtualCamera.LookAt = targetCharacter;
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}
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CenterOnHero();
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}
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}
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private void HandleFreeRoam()
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{
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float horizontal = Input.GetAxis("Horizontal");
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float vertical = Input.GetAxis("Vertical");
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float ascent = 0f;
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if (Input.GetKey(KeyCode.E)) ascent = 1f;
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else if (Input.GetKey(KeyCode.Q)) ascent = -1f;
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Vector3 movement = new Vector3(horizontal, ascent, vertical);
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cameraTransform.position += cameraTransform.rotation * movement * freeRoamSpeed * Time.deltaTime;
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}
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public void ShakeCamera(float duration = 0.3f, float magnitude = 0.2f)
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{
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if (shakeCoroutine != null)
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{
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StopCoroutine(shakeCoroutine);
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}
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shakeCoroutine = StartCoroutine(ShakeRoutine(duration, magnitude));
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}
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private IEnumerator ShakeRoutine(float duration, float magnitude)
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{
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float elapsed = 0f;
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while (elapsed < duration)
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{
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float x = Random.Range(-1f, 1f) * magnitude;
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float y = Random.Range(-1f, 1f) * magnitude;
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float z = Random.Range(-1f, 1f) * magnitude;
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// Apply shake on top of existing offset
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Vector3 shakeOffset = new Vector3(x, y, z);
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cameraOffset.m_Offset = panOffset + shakeOffset;
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elapsed += Time.deltaTime;
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yield return null;
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}
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// Reset to current pan offset
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cameraOffset.m_Offset = panOffset;
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}
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// Helper method to check if cursor is over UI
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private bool IsCursorOverUI()
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{
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return UnityEngine.EventSystems.EventSystem.current != null &&
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UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject();
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}
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// Debug visualization
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private void OnDrawGizmos()
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{
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if (!Application.isPlaying || targetCharacter == null) return;
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// Draw max pan distance
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(targetCharacter.position, maxPanDistance);
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// Draw current offset
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if (panOffset.magnitude > 0.1f)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawLine(targetCharacter.position, targetCharacter.position + panOffset);
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Gizmos.DrawWireSphere(targetCharacter.position + panOffset, 1f);
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}
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}
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} |