204 lines
8.6 KiB
C#
204 lines
8.6 KiB
C#
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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Utility Free Camera component.
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/// </summary>
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[CoreRPHelpURLAttribute("Free-Camera")]
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public class FreeCamera : MonoBehaviour
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{
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const float k_MouseSensitivityMultiplier = 0.01f;
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/// <summary>
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/// Rotation speed when using a controller.
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/// </summary>
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public float m_LookSpeedController = 120f;
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/// <summary>
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/// Rotation speed when using the mouse.
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/// </summary>
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public float m_LookSpeedMouse = 4.0f;
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/// <summary>
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/// Movement speed.
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/// </summary>
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public float m_MoveSpeed = 10.0f;
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/// <summary>
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/// Value added to the speed when incrementing.
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/// </summary>
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public float m_MoveSpeedIncrement = 2.5f;
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/// <summary>
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/// Scale factor of the turbo mode.
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/// </summary>
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public float m_Turbo = 10.0f;
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#if !USE_INPUT_SYSTEM
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private static string kMouseX = "Mouse X";
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private static string kMouseY = "Mouse Y";
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private static string kRightStickX = "Controller Right Stick X";
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private static string kRightStickY = "Controller Right Stick Y";
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private static string kVertical = "Vertical";
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private static string kHorizontal = "Horizontal";
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private static string kYAxis = "YAxis";
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private static string kSpeedAxis = "Speed Axis";
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#endif
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#if USE_INPUT_SYSTEM
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InputAction lookAction;
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InputAction moveAction;
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InputAction speedAction;
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InputAction yMoveAction;
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#endif
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void OnEnable()
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{
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RegisterInputs();
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}
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void RegisterInputs()
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{
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#if USE_INPUT_SYSTEM
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var map = new InputActionMap("Free Camera");
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lookAction = map.AddAction("look", binding: "<Mouse>/delta");
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moveAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
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speedAction = map.AddAction("speed", binding: "<Gamepad>/dpad");
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yMoveAction = map.AddAction("yMove");
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lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
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moveAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/w")
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.With("Up", "<Keyboard>/upArrow")
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.With("Down", "<Keyboard>/s")
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.With("Down", "<Keyboard>/downArrow")
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.With("Left", "<Keyboard>/a")
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.With("Left", "<Keyboard>/leftArrow")
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.With("Right", "<Keyboard>/d")
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.With("Right", "<Keyboard>/rightArrow");
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speedAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/home")
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.With("Down", "<Keyboard>/end");
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yMoveAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/pageUp")
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.With("Down", "<Keyboard>/pageDown")
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.With("Up", "<Keyboard>/e")
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.With("Down", "<Keyboard>/q")
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.With("Up", "<Gamepad>/rightshoulder")
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.With("Down", "<Gamepad>/leftshoulder");
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moveAction.Enable();
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lookAction.Enable();
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speedAction.Enable();
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yMoveAction.Enable();
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#endif
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#if UNITY_EDITOR && !USE_INPUT_SYSTEM
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List<InputManagerEntry> inputEntries = new List<InputManagerEntry>();
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// Add new bindings
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inputEntries.Add(new InputManagerEntry { name = kRightStickX, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fourth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f });
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inputEntries.Add(new InputManagerEntry { name = kRightStickY, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Fifth, sensitivity = 1.0f, gravity = 1.0f, deadZone = 0.2f, invert = true });
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inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "page up", altBtnPositive = "joystick button 5", btnNegative = "page down", altBtnNegative = "joystick button 4", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
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inputEntries.Add(new InputManagerEntry { name = kYAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "q", btnNegative = "e", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
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inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.KeyOrButton, btnPositive = "home", btnNegative = "end", gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
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inputEntries.Add(new InputManagerEntry { name = kSpeedAxis, kind = InputManagerEntry.Kind.Axis, axis = InputManagerEntry.Axis.Seventh, gravity = 1000.0f, deadZone = 0.001f, sensitivity = 1000.0f });
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InputRegistering.RegisterInputs(inputEntries);
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#endif
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}
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float inputRotateAxisX, inputRotateAxisY;
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float inputChangeSpeed;
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float inputVertical, inputHorizontal, inputYAxis;
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bool leftShiftBoost, leftShift, fire1;
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void UpdateInputs()
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{
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inputRotateAxisX = 0.0f;
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inputRotateAxisY = 0.0f;
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leftShiftBoost = false;
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fire1 = false;
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#if USE_INPUT_SYSTEM
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var lookDelta = lookAction.ReadValue<Vector2>();
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inputRotateAxisX = lookDelta.x * m_LookSpeedMouse * k_MouseSensitivityMultiplier;
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inputRotateAxisY = lookDelta.y * m_LookSpeedMouse * k_MouseSensitivityMultiplier;
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leftShift = Keyboard.current?.leftShiftKey?.isPressed ?? false;
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fire1 = Mouse.current?.leftButton?.isPressed == true || Gamepad.current?.xButton?.isPressed == true;
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inputChangeSpeed = speedAction.ReadValue<Vector2>().y;
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var moveDelta = moveAction.ReadValue<Vector2>();
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inputVertical = moveDelta.y;
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inputHorizontal = moveDelta.x;
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inputYAxis = yMoveAction.ReadValue<Vector2>().y;
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#else
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if (Input.GetMouseButton(1))
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{
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leftShiftBoost = true;
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inputRotateAxisX = Input.GetAxis(kMouseX) * m_LookSpeedMouse;
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inputRotateAxisY = Input.GetAxis(kMouseY) * m_LookSpeedMouse;
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}
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inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * k_MouseSensitivityMultiplier);
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inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * k_MouseSensitivityMultiplier);
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leftShift = Input.GetKey(KeyCode.LeftShift);
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fire1 = Input.GetAxis("Fire1") > 0.0f;
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inputChangeSpeed = Input.GetAxis(kSpeedAxis);
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inputVertical = Input.GetAxis(kVertical);
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inputHorizontal = Input.GetAxis(kHorizontal);
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inputYAxis = Input.GetAxis(kYAxis);
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#endif
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}
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void Update()
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{
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// If the debug menu is running, we don't want to conflict with its inputs.
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if (DebugManager.instance.displayRuntimeUI)
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return;
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UpdateInputs();
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if (inputChangeSpeed != 0.0f)
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{
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m_MoveSpeed += inputChangeSpeed * m_MoveSpeedIncrement;
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if (m_MoveSpeed < m_MoveSpeedIncrement) m_MoveSpeed = m_MoveSpeedIncrement;
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}
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bool moved = inputRotateAxisX != 0.0f || inputRotateAxisY != 0.0f || inputVertical != 0.0f || inputHorizontal != 0.0f || inputYAxis != 0.0f;
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if (moved)
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{
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float rotationX = transform.localEulerAngles.x;
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float newRotationY = transform.localEulerAngles.y + inputRotateAxisX;
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// Weird clamping code due to weird Euler angle mapping...
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float newRotationX = (rotationX - inputRotateAxisY);
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if (rotationX <= 90.0f && newRotationX >= 0.0f)
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newRotationX = Mathf.Clamp(newRotationX, 0.0f, 90.0f);
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if (rotationX >= 270.0f)
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newRotationX = Mathf.Clamp(newRotationX, 270.0f, 360.0f);
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transform.localRotation = Quaternion.Euler(newRotationX, newRotationY, transform.localEulerAngles.z);
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float moveSpeed = Time.deltaTime * m_MoveSpeed;
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if (fire1 || leftShiftBoost && leftShift)
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moveSpeed *= m_Turbo;
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transform.position += transform.forward * moveSpeed * inputVertical;
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transform.position += transform.right * moveSpeed * inputHorizontal;
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transform.position += Vector3.up * moveSpeed * inputYAxis;
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}
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}
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}
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}
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