using UnityEngine; using UnityEngine.InputSystem; namespace UnityTemplateProjects { public class CameraFly : MonoBehaviour { private class CameraState { public float yaw; public float pitch; public float roll; public float x; public float y; public float z; public void SetFromTransform(Transform t) { pitch = t.eulerAngles.x; yaw = t.eulerAngles.y; roll = t.eulerAngles.z; x = t.position.x; y = t.position.y; z = t.position.z; } public void Translate(Vector3 translation) { Vector3 vector = Quaternion.Euler(pitch, yaw, roll) * translation; x += vector.x; y += vector.y; z += vector.z; } public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); x = Mathf.Lerp(x, target.x, positionLerpPct); y = Mathf.Lerp(y, target.y, positionLerpPct); z = Mathf.Lerp(z, target.z, positionLerpPct); } public void UpdateTransform(Transform t) { t.eulerAngles = new Vector3(pitch, yaw, roll); t.position = new Vector3(x, y, z); } } private CameraState m_TargetCameraState = new CameraState(); private CameraState m_InterpolatingCameraState = new CameraState(); [Header("Movement Settings")] [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] public float boost = 3.5f; [Tooltip("Time it takes to interpolate camera position 99% of the way to the target.")] [Range(0.001f, 1f)] public float positionLerpTime = 0.2f; [Header("Rotation Settings")] [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target.")] [Range(0.001f, 1f)] public float rotationLerpTime = 0.01f; [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] public bool invertY; private float speed = 1f; private void OnEnable() { m_TargetCameraState.SetFromTransform(base.transform); m_InterpolatingCameraState.SetFromTransform(base.transform); } private Vector3 GetInputTranslationDirection() { Vector3 result = default(Vector3); if (Gamepad.current != null) { if (Gamepad.current.rightStick.ReadValue().y > 0f) { result += Vector3.forward * Gamepad.current.rightStick.ReadValue().y; } if (Gamepad.current.rightStick.ReadValue().y < 0f) { result += Vector3.back * (0f - Gamepad.current.rightStick.ReadValue().y); } if (Gamepad.current.rightStick.ReadValue().x < 0f) { result += Vector3.left * (0f - Gamepad.current.rightStick.ReadValue().x); } if (Gamepad.current.rightStick.ReadValue().x > 0f) { result += Vector3.right * Gamepad.current.rightStick.ReadValue().x; } if (Gamepad.current.dpad.up.ReadValue() == 1f) { result += Vector3.up; } if (Gamepad.current.dpad.down.ReadValue() == 1f) { result += Vector3.down; } } if (Input.GetKey(KeyCode.W)) { result += Vector3.forward; } if (Input.GetKey(KeyCode.S)) { result += Vector3.back; } if (Input.GetKey(KeyCode.A)) { result += Vector3.left; } if (Input.GetKey(KeyCode.D)) { result += Vector3.right; } if (Input.GetKey(KeyCode.Q)) { result += Vector3.down; } if (Input.GetKey(KeyCode.E)) { result += Vector3.up; } return result; } private void Update() { if (Input.GetKey(KeyCode.LeftAlt)) { return; } if (Input.mouseScrollDelta.y != 0f) { speed += Input.mouseScrollDelta.y * 0.02f; speed = Mathf.Clamp01(speed); } if (Input.GetMouseButtonDown(1)) { Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButton(1)) { Vector2 vector = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (float)(invertY ? 1 : (-1))); float num = mouseSensitivityCurve.Evaluate(vector.magnitude); m_TargetCameraState.yaw += vector.x * num * speed; m_TargetCameraState.pitch += vector.y * num * speed; } else if (Gamepad.current != null) { if (Gamepad.current.dpad.left.ReadValue() == 1f) { speed -= 0.1f; speed = Mathf.Clamp(speed, 0f, 5f); } else if (Gamepad.current.dpad.right.ReadValue() == 1f) { speed += 0.1f; speed = Mathf.Clamp(speed, 0f, 5f); } Vector2 vector2 = new Vector2(Gamepad.current.leftStick.ReadValue().x, Gamepad.current.leftStick.ReadValue().y * (float)(invertY ? 1 : (-1))); float num2 = mouseSensitivityCurve.Evaluate(vector2.magnitude); m_TargetCameraState.yaw += vector2.x * num2 * Mathf.Abs(Gamepad.current.leftStick.ReadValue().x); m_TargetCameraState.pitch += vector2.y * num2 * Mathf.Abs(Gamepad.current.leftStick.ReadValue().y); } Vector3 translation = GetInputTranslationDirection() * Time.deltaTime * speed; if (Input.GetKey(KeyCode.LeftShift)) { translation *= 10f; } if (Gamepad.current != null) { if (Gamepad.current.leftTrigger.ReadValue() > 0.1f) { boost += Gamepad.current.leftTrigger.ReadValue() * 0.2f; } else { boost = 2f; } } else { boost += Input.mouseScrollDelta.y * 0.2f; } translation *= Mathf.Pow(2f, boost); m_TargetCameraState.Translate(translation); float positionLerpPct = 1f - Mathf.Exp(Mathf.Log(0.00999999f) / positionLerpTime * Time.deltaTime); float rotationLerpPct = 1f - Mathf.Exp(Mathf.Log(0.00999999f) / rotationLerpTime * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(base.transform); } } }