Files
Fishing2/Assets/Scripts/Fishing2~/Unit/Move/CharacterLookComponent.cs

108 lines
3.8 KiB
C#

using ECM2.Examples.FirstPerson;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NBF.Fishing2
{
public class CharacterLookComponent : Entity
{
// private UnitUnityComponent _UnitUnityComponent;
public FirstPersonCharacter FirstPerson { get; set; }
private float lookXRot;
private float lookYRot;
private Vector2 _moveInput;
public float MouseSensitivity = 0.1f;
[Space(15f)] public bool invertLook = true;
public float minPitch = -60f;
public float maxPitch = 60f;
private InputComponent _inputComponent;
private Quaternion lastRotation;
public MapUnit MapUnit;
#region System
public class LookComponentDestroySystem : DestroySystem<CharacterLookComponent>
{
protected override void Destroy(CharacterLookComponent self)
{
self.FirstPerson = null;
// var mapUnit = self.Parent as MapUnit;
self._inputComponent = null;
}
}
public class LookComponentAwakeSystem : AwakeSystem<CharacterLookComponent>
{
protected override void Awake(CharacterLookComponent self)
{
var mapUnit = self.Parent as MapUnit;
self.MapUnit = mapUnit;
var unitUnityComponent = self.Parent.GetComponent<UnitUnityComponent>();
self.FirstPerson = unitUnityComponent.FirstPerson;
self._inputComponent = self.Scene.GetComponent<InputComponent>();
}
}
public class LookComponentUpdateSystem : UpdateSystem<CharacterLookComponent>
{
protected override void Update(CharacterLookComponent self)
{
self.UpdateLookInput();
}
}
// public class LookComponentLateUpdateSystem : LateUpdateSystem<CharacterLookComponent>
// {
// protected override void LateUpdate(CharacterLookComponent self)
// {
// self.UpdateLookInput();
// }
// }
#endregion
private void UpdateLookInput()
{
// TPPLookTarget.position = base.transform.position;
// if (CameraView.Value == CameraViewType.TPP)
// {
// lookXRot -= MouseInput.Value.y;
// lookXRot = Mathf.Clamp(lookXRot, -25f, 55f);
// lookYRot += MouseInput.Value.x;
// lookYRot = Mathf.Repeat(lookYRot, 360f);
// TPPLookTarget.localEulerAngles = new Vector3(lookXRot, lookYRot, 0f);
// }
// else if (CameraView.Value == CameraViewType.FPP)
{
// if (_IsInVehicle && PlayerState.Value == State.vehicle)
// {
// lookXRot -= MouseInput.Value.y;
// lookXRot = Mathf.Clamp(lookXRot, VehicleLookXMinMax.x, VehicleLookXMinMax.y);
// lookYRot += MouseInput.Value.x;
// lookYRot = Mathf.Clamp(lookYRot, VehicleLookYMinMax.x, VehicleLookYMinMax.y);
// VehicleLookTargetParent.localEulerAngles = new Vector3(lookXRot, lookYRot, 0f);
// _character.CameraPitch = 0f;
// }
// else
{
Vector2 value = _inputComponent.GetLookInput();
FirstPerson.AddControlYawInput(value.x * (float)MouseSensitivity);
FirstPerson.AddControlPitchInput((invertLook ? (0f - value.y) : value.y) * (float)MouseSensitivity,
minPitch, maxPitch);
// lookXRot = base.transform.eulerAngles.x;
// lookYRot = base.transform.eulerAngles.y;
}
}
}
}
}