Files
2026-03-04 10:03:45 +08:00

108 lines
2.8 KiB
C#

using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Cameras
{
public class FreeLookCam : PivotBasedCameraRig
{
[SerializeField]
private float m_MoveSpeed = 1f;
[Range(0f, 10f)]
[SerializeField]
private float m_TurnSpeed = 1.5f;
[SerializeField]
private float m_TurnSmoothing;
[SerializeField]
private float m_TiltMax = 75f;
[SerializeField]
private float m_TiltMin = 45f;
[SerializeField]
private bool m_LockCursor;
[SerializeField]
private bool m_VerticalAutoReturn;
private float m_LookAngle;
private float m_TiltAngle;
private const float k_LookDistance = 100f;
private Vector3 m_PivotEulers;
private Quaternion m_PivotTargetRot;
private Quaternion m_TransformTargetRot;
protected override void Awake()
{
base.Awake();
Cursor.lockState = (m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None);
Cursor.visible = !m_LockCursor;
m_PivotEulers = m_Pivot.rotation.eulerAngles;
m_PivotTargetRot = m_Pivot.transform.localRotation;
m_TransformTargetRot = base.transform.localRotation;
}
protected void Update()
{
HandleRotationMovement();
if (m_LockCursor && Input.GetMouseButtonUp(0))
{
Cursor.lockState = (m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None);
Cursor.visible = !m_LockCursor;
}
}
private void OnDisable()
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
protected override void FollowTarget(float deltaTime)
{
if (!(m_Target == null))
{
base.transform.position = Vector3.Lerp(base.transform.position, m_Target.position, deltaTime * m_MoveSpeed);
}
}
private void HandleRotationMovement()
{
if (!(Time.timeScale < float.Epsilon))
{
float axis = CrossPlatformInputManager.GetAxis("Mouse X");
float axis2 = CrossPlatformInputManager.GetAxis("Mouse Y");
m_LookAngle += axis * m_TurnSpeed;
m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f);
if (m_VerticalAutoReturn)
{
m_TiltAngle = ((axis2 > 0f) ? Mathf.Lerp(0f, 0f - m_TiltMin, axis2) : Mathf.Lerp(0f, m_TiltMax, 0f - axis2));
}
else
{
m_TiltAngle -= axis2 * m_TurnSpeed;
m_TiltAngle = Mathf.Clamp(m_TiltAngle, 0f - m_TiltMin, m_TiltMax);
}
m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y, m_PivotEulers.z);
if (m_TurnSmoothing > 0f)
{
m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime);
base.transform.localRotation = Quaternion.Slerp(base.transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime);
}
else
{
m_Pivot.localRotation = m_PivotTargetRot;
base.transform.localRotation = m_TransformTargetRot;
}
}
}
}
}