Files
Fishing2/Assets/ECM2/Examples/Third Person/Scripts/ThirdPersonInput.cs
2025-05-16 23:31:59 +08:00

150 lines
4.5 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace ECM2.Examples.ThirdPerson
{
/// <summary>
/// Third person character input.
/// Extends the default CharacterInput component adding support for typical third person controls.
/// </summary>
public class ThirdPersonInput : CharacterInput
{
[Space(15.0f)]
public bool invertLook = true;
[Tooltip("Look Sensitivity")]
public Vector2 lookSensitivity = new Vector2(0.05f, 0.05f);
[Tooltip("Zoom Sensitivity")]
public float zoomSensitivity = 1.0f;
[Space(15.0f)]
[Tooltip("How far in degrees can you move the camera down.")]
public float minPitch = -80.0f;
[Tooltip("How far in degrees can you move the camera up.")]
public float maxPitch = 80.0f;
/// <summary>
/// Cached ThirdPersonCharacter.
/// </summary>
public ThirdPersonCharacter thirdPersonCharacter { get; private set; }
/// <summary>
/// Movement InputAction.
/// </summary>
public InputAction lookInputAction { get; set; }
/// <summary>
/// Zoom InputAction.
/// </summary>
public InputAction zoomInputAction { get; set; }
/// <summary>
/// Polls look InputAction (if any).
/// Return its current value or zero if no valid InputAction found.
/// </summary>
public Vector2 GetLookInput()
{
return lookInputAction?.ReadValue<Vector2>() ?? Vector2.zero;
}
/// <summary>
/// Polls zoom InputAction (if any).
/// Return its current value or zero if no valid InputAction found.
/// </summary>
public Vector2 GetZoomInput()
{
return zoomInputAction?.ReadValue<Vector2>() ?? Vector2.zero;
}
/// <summary>
/// Initialize player InputActions (if any).
/// E.g. Subscribe to input action events and enable input actions here.
/// </summary>
protected override void InitPlayerInput()
{
base.InitPlayerInput();
// Look input action (no handler, this is polled, e.g. GetLookInput())
lookInputAction = inputActionsAsset.FindAction("Look");
lookInputAction?.Enable();
// Zoom input action (no handler, this is polled, e.g. GetLookInput())
zoomInputAction = inputActionsAsset.FindAction("Zoom");
zoomInputAction?.Enable();
}
/// <summary>
/// Unsubscribe from input action events and disable input actions.
/// </summary>
protected override void DeinitPlayerInput()
{
base.DeinitPlayerInput();
// Unsubscribe from input action events and disable input actions
if (lookInputAction != null)
{
lookInputAction.Disable();
lookInputAction = null;
}
if (zoomInputAction != null)
{
zoomInputAction.Disable();
zoomInputAction = null;
}
}
protected override void Awake()
{
base.Awake();
thirdPersonCharacter = character as ThirdPersonCharacter;
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
protected override void HandleInput()
{
// Move
Vector2 movementInput = GetMovementInput();
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * movementInput.y;
movementDirection += Vector3.right * movementInput.x;
movementDirection = movementDirection.relativeTo(thirdPersonCharacter.cameraTransform, thirdPersonCharacter.GetUpVector());
thirdPersonCharacter.SetMovementDirection(movementDirection);
// Look
Vector2 lookInput = GetLookInput() * lookSensitivity;
thirdPersonCharacter.AddControlYawInput(lookInput.x);
thirdPersonCharacter.AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
// Zoom
Vector2 zoomInput = GetZoomInput() * zoomSensitivity;
thirdPersonCharacter.AddControlZoomInput(zoomInput.y);
}
}
}