137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
|
using UnityEngine;
|
|||
|
using Cinemachine;
|
|||
|
|
|||
|
public class MoveAimTarget : MonoBehaviour
|
|||
|
{
|
|||
|
public CinemachineBrain Brain;
|
|||
|
public RectTransform ReticleImage;
|
|||
|
|
|||
|
[Tooltip("How far to raycast to place the aim target")]
|
|||
|
public float AimDistance;
|
|||
|
|
|||
|
[Tooltip("Objects on these layers will be detected")]
|
|||
|
public LayerMask CollideAgainst;
|
|||
|
|
|||
|
[TagField]
|
|||
|
[Tooltip("Obstacles with this tag will be ignored. "
|
|||
|
+ "It's a good idea to set this field to the player's tag")]
|
|||
|
public string IgnoreTag = string.Empty;
|
|||
|
|
|||
|
/// <summary>The Vertical axis. Value is -90..90. Controls the vertical orientation</summary>
|
|||
|
[Header("Axis Control")]
|
|||
|
[Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
|
|||
|
[AxisStateProperty]
|
|||
|
public AxisState VerticalAxis;
|
|||
|
|
|||
|
/// <summary>The Horizontal axis. Value is -180..180. Controls the horizontal orientation</summary>
|
|||
|
[Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
|
|||
|
[AxisStateProperty]
|
|||
|
public AxisState HorizontalAxis;
|
|||
|
|
|||
|
private void OnValidate()
|
|||
|
{
|
|||
|
VerticalAxis.Validate();
|
|||
|
HorizontalAxis.Validate();
|
|||
|
AimDistance = Mathf.Max(1, AimDistance);
|
|||
|
}
|
|||
|
|
|||
|
private void Reset()
|
|||
|
{
|
|||
|
AimDistance = 200;
|
|||
|
ReticleImage = null;
|
|||
|
CollideAgainst = 1;
|
|||
|
IgnoreTag = string.Empty;
|
|||
|
|
|||
|
VerticalAxis = new AxisState(-70, 70, false, false, 10f, 0.1f, 0.1f, "Mouse Y", true);
|
|||
|
VerticalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
|
|||
|
HorizontalAxis = new AxisState(-180, 180, true, false, 10f, 0.1f, 0.1f, "Mouse X", false);
|
|||
|
HorizontalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
|
|||
|
}
|
|||
|
|
|||
|
private void OnEnable()
|
|||
|
{
|
|||
|
CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
|
|||
|
CinemachineCore.CameraUpdatedEvent.AddListener(PlaceReticle);
|
|||
|
}
|
|||
|
|
|||
|
private void OnDisable()
|
|||
|
{
|
|||
|
CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
|
|||
|
}
|
|||
|
|
|||
|
private void Update()
|
|||
|
{
|
|||
|
if (Brain == null)
|
|||
|
return;
|
|||
|
|
|||
|
HorizontalAxis.Update(Time.deltaTime);
|
|||
|
VerticalAxis.Update(Time.deltaTime);
|
|||
|
|
|||
|
PlaceTarget();
|
|||
|
}
|
|||
|
|
|||
|
private void PlaceTarget()
|
|||
|
{
|
|||
|
var rot = Quaternion.Euler(VerticalAxis.Value, HorizontalAxis.Value, 0);
|
|||
|
var camPos = Brain.CurrentCameraState.RawPosition;
|
|||
|
transform.position = GetProjectedAimTarget(camPos + rot * Vector3.forward, camPos);
|
|||
|
}
|
|||
|
|
|||
|
private Vector3 GetProjectedAimTarget(Vector3 pos, Vector3 camPos)
|
|||
|
{
|
|||
|
var origin = pos;
|
|||
|
var fwd = (pos - camPos).normalized;
|
|||
|
pos += AimDistance * fwd;
|
|||
|
if (CollideAgainst != 0 && RaycastIgnoreTag(
|
|||
|
new Ray(origin, fwd),
|
|||
|
out RaycastHit hitInfo, AimDistance, CollideAgainst))
|
|||
|
{
|
|||
|
pos = hitInfo.point;
|
|||
|
}
|
|||
|
return pos;
|
|||
|
}
|
|||
|
|
|||
|
private bool RaycastIgnoreTag(
|
|||
|
Ray ray, out RaycastHit hitInfo, float rayLength, int layerMask)
|
|||
|
{
|
|||
|
const float PrecisionSlush = 0.001f;
|
|||
|
float extraDistance = 0;
|
|||
|
while (Physics.Raycast(
|
|||
|
ray, out hitInfo, rayLength, layerMask,
|
|||
|
QueryTriggerInteraction.Ignore))
|
|||
|
{
|
|||
|
if (IgnoreTag.Length == 0 || !hitInfo.collider.CompareTag(IgnoreTag))
|
|||
|
{
|
|||
|
hitInfo.distance += extraDistance;
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
// Ignore the hit. Pull ray origin forward in front of obstacle
|
|||
|
Ray inverseRay = new Ray(ray.GetPoint(rayLength), -ray.direction);
|
|||
|
if (!hitInfo.collider.Raycast(inverseRay, out hitInfo, rayLength))
|
|||
|
break;
|
|||
|
float deltaExtraDistance = rayLength - (hitInfo.distance - PrecisionSlush);
|
|||
|
if (deltaExtraDistance < PrecisionSlush)
|
|||
|
break;
|
|||
|
extraDistance += deltaExtraDistance;
|
|||
|
rayLength = hitInfo.distance - PrecisionSlush;
|
|||
|
if (rayLength < PrecisionSlush)
|
|||
|
break;
|
|||
|
ray.origin = inverseRay.GetPoint(rayLength);
|
|||
|
}
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
void PlaceReticle(CinemachineBrain brain)
|
|||
|
{
|
|||
|
if (brain == null || brain != Brain || ReticleImage == null || brain.OutputCamera == null)
|
|||
|
return;
|
|||
|
PlaceTarget(); // To eliminate judder
|
|||
|
CameraState state = brain.CurrentCameraState;
|
|||
|
var cam = brain.OutputCamera;
|
|||
|
var r = cam.WorldToScreenPoint(transform.position);
|
|||
|
var r2 = new Vector2(r.x - cam.pixelWidth * 0.5f, r.y - cam.pixelHeight * 0.5f);
|
|||
|
ReticleImage.anchoredPosition = r2;
|
|||
|
}
|
|||
|
}
|