basic player controller and input handling
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using UnityEngine;
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namespace UnityTemplateProjects
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{
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public class SimpleCameraController : MonoBehaviour
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{
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class CameraState
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{
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public float yaw;
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public float pitch;
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public float roll;
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public float x;
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public float y;
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public float z;
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public void SetFromTransform(Transform t)
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{
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pitch = t.eulerAngles.x;
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yaw = t.eulerAngles.y;
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roll = t.eulerAngles.z;
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x = t.position.x;
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y = t.position.y;
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z = t.position.z;
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}
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public void Translate(Vector3 translation)
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{
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Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
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x += rotatedTranslation.x;
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y += rotatedTranslation.y;
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z += rotatedTranslation.z;
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}
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public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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{
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yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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x = Mathf.Lerp(x, target.x, positionLerpPct);
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y = Mathf.Lerp(y, target.y, positionLerpPct);
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z = Mathf.Lerp(z, target.z, positionLerpPct);
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}
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public void UpdateTransform(Transform t)
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{
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t.eulerAngles = new Vector3(pitch, yaw, roll);
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t.position = new Vector3(x, y, z);
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}
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}
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CameraState m_TargetCameraState = new CameraState();
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CameraState m_InterpolatingCameraState = new CameraState();
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[Header("Movement Settings")]
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[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
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public float boost = 3.5f;
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[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
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public float positionLerpTime = 0.2f;
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[Header("Rotation Settings")]
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[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
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public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
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public float rotationLerpTime = 0.01f;
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[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
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public bool invertY = false;
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#if ENABLE_INPUT_SYSTEM
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InputAction movementAction;
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InputAction verticalMovementAction;
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InputAction lookAction;
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InputAction boostFactorAction;
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bool mouseRightButtonPressed;
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void Start()
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{
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var map = new InputActionMap("Simple Camera Controller");
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lookAction = map.AddAction("look", binding: "<Mouse>/delta");
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movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
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verticalMovementAction = map.AddAction("Vertical Movement");
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boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
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lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
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movementAction.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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verticalMovementAction.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")
|
||||
.With("Down", "<Keyboard>/q")
|
||||
.With("Up", "<Gamepad>/rightshoulder")
|
||||
.With("Down", "<Gamepad>/leftshoulder");
|
||||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
||||
|
||||
movementAction.Enable();
|
||||
lookAction.Enable();
|
||||
verticalMovementAction.Enable();
|
||||
boostFactorAction.Enable();
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_TargetCameraState.SetFromTransform(transform);
|
||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
||||
}
|
||||
|
||||
Vector3 GetInputTranslationDirection()
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var moveDelta = movementAction.ReadValue<Vector2>();
|
||||
direction.x = moveDelta.x;
|
||||
direction.z = moveDelta.y;
|
||||
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
||||
#else
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += Vector3.forward;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += Vector3.back;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += Vector3.left;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += Vector3.right;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
{
|
||||
direction += Vector3.down;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
{
|
||||
direction += Vector3.up;
|
||||
}
|
||||
#endif
|
||||
return direction;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Exit Sample
|
||||
|
||||
if (IsEscapePressed())
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Hide and lock cursor when right mouse button pressed
|
||||
if (IsRightMouseButtonDown())
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
// Unlock and show cursor when right mouse button released
|
||||
if (IsRightMouseButtonUp())
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if (IsCameraRotationAllowed())
|
||||
{
|
||||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
||||
if (invertY)
|
||||
mouseMovement.y = -mouseMovement.y;
|
||||
|
||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
||||
|
||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||
}
|
||||
|
||||
// Translation
|
||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||
|
||||
// Speed up movement when shift key held
|
||||
if (IsBoostPressed())
|
||||
{
|
||||
translation *= 10.0f;
|
||||
}
|
||||
|
||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||
boost += GetBoostFactor();
|
||||
translation *= Mathf.Pow(2.0f, boost);
|
||||
|
||||
m_TargetCameraState.Translate(translation);
|
||||
|
||||
// Framerate-independent interpolation
|
||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||
|
||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||
}
|
||||
|
||||
float GetBoostFactor()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||
#else
|
||||
return Input.mouseScrollDelta.y * 0.2f;
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector2 GetInputLookRotation()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return lookAction.ReadValue<Vector2>();
|
||||
#else
|
||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBoostPressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||
return boost;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.LeftShift);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
bool IsEscapePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsCameraRotationAllowed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||
return canRotate;
|
||||
#else
|
||||
return Input.GetMouseButton(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonDown()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonDown(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonUp()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonUp(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityTemplateProjects
|
||||
{
|
||||
public class SimpleCameraController : MonoBehaviour
|
||||
{
|
||||
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 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
|
||||
|
||||
x += rotatedTranslation.x;
|
||||
y += rotatedTranslation.y;
|
||||
z += rotatedTranslation.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);
|
||||
}
|
||||
}
|
||||
|
||||
CameraState m_TargetCameraState = new CameraState();
|
||||
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 = false;
|
||||
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
InputAction movementAction;
|
||||
InputAction verticalMovementAction;
|
||||
InputAction lookAction;
|
||||
InputAction boostFactorAction;
|
||||
bool mouseRightButtonPressed;
|
||||
|
||||
void Start()
|
||||
{
|
||||
var map = new InputActionMap("Simple Camera Controller");
|
||||
|
||||
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
|
||||
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
|
||||
verticalMovementAction = map.AddAction("Vertical Movement");
|
||||
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
|
||||
|
||||
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
|
||||
movementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/w")
|
||||
.With("Up", "<Keyboard>/upArrow")
|
||||
.With("Down", "<Keyboard>/s")
|
||||
.With("Down", "<Keyboard>/downArrow")
|
||||
.With("Left", "<Keyboard>/a")
|
||||
.With("Left", "<Keyboard>/leftArrow")
|
||||
.With("Right", "<Keyboard>/d")
|
||||
.With("Right", "<Keyboard>/rightArrow");
|
||||
verticalMovementAction.AddCompositeBinding("Dpad")
|
||||
.With("Up", "<Keyboard>/pageUp")
|
||||
.With("Down", "<Keyboard>/pageDown")
|
||||
.With("Up", "<Keyboard>/e")
|
||||
.With("Down", "<Keyboard>/q")
|
||||
.With("Up", "<Gamepad>/rightshoulder")
|
||||
.With("Down", "<Gamepad>/leftshoulder");
|
||||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
|
||||
|
||||
movementAction.Enable();
|
||||
lookAction.Enable();
|
||||
verticalMovementAction.Enable();
|
||||
boostFactorAction.Enable();
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_TargetCameraState.SetFromTransform(transform);
|
||||
m_InterpolatingCameraState.SetFromTransform(transform);
|
||||
}
|
||||
|
||||
Vector3 GetInputTranslationDirection()
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
var moveDelta = movementAction.ReadValue<Vector2>();
|
||||
direction.x = moveDelta.x;
|
||||
direction.z = moveDelta.y;
|
||||
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
|
||||
#else
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += Vector3.forward;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += Vector3.back;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += Vector3.left;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += Vector3.right;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.Q))
|
||||
{
|
||||
direction += Vector3.down;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.E))
|
||||
{
|
||||
direction += Vector3.up;
|
||||
}
|
||||
#endif
|
||||
return direction;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Exit Sample
|
||||
|
||||
if (IsEscapePressed())
|
||||
{
|
||||
Application.Quit();
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Hide and lock cursor when right mouse button pressed
|
||||
if (IsRightMouseButtonDown())
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
// Unlock and show cursor when right mouse button released
|
||||
if (IsRightMouseButtonUp())
|
||||
{
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
// Rotation
|
||||
if (IsCameraRotationAllowed())
|
||||
{
|
||||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
|
||||
if (invertY)
|
||||
mouseMovement.y = -mouseMovement.y;
|
||||
|
||||
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
|
||||
|
||||
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
|
||||
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
|
||||
}
|
||||
|
||||
// Translation
|
||||
var translation = GetInputTranslationDirection() * Time.deltaTime;
|
||||
|
||||
// Speed up movement when shift key held
|
||||
if (IsBoostPressed())
|
||||
{
|
||||
translation *= 10.0f;
|
||||
}
|
||||
|
||||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
||||
boost += GetBoostFactor();
|
||||
translation *= Mathf.Pow(2.0f, boost);
|
||||
|
||||
m_TargetCameraState.Translate(translation);
|
||||
|
||||
// Framerate-independent interpolation
|
||||
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
|
||||
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
|
||||
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
|
||||
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
|
||||
|
||||
m_InterpolatingCameraState.UpdateTransform(transform);
|
||||
}
|
||||
|
||||
float GetBoostFactor()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
|
||||
#else
|
||||
return Input.mouseScrollDelta.y * 0.2f;
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector2 GetInputLookRotation()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return lookAction.ReadValue<Vector2>();
|
||||
#else
|
||||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBoostPressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
|
||||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
|
||||
return boost;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.LeftShift);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
bool IsEscapePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
|
||||
#else
|
||||
return Input.GetKey(KeyCode.Escape);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsCameraRotationAllowed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
|
||||
return canRotate;
|
||||
#else
|
||||
return Input.GetMouseButton(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonDown()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonDown(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsRightMouseButtonUp()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
|
||||
#else
|
||||
return Input.GetMouseButtonUp(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,11 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: be76e5f14cfee674cb30b491fb72b09b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: be76e5f14cfee674cb30b491fb72b09b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 05e78a0fdff542f4db47377d1e84654d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,56 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public struct BufferedInput
|
||||
{
|
||||
public BufferedInput( float bufferTime )
|
||||
{
|
||||
_bufferTime = bufferTime;
|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
|
||||
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|
||||
private bool _value;
|
||||
private float _timeSinceRelease;
|
||||
private float _timeSincePress;
|
||||
|
||||
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|
||||
{
|
||||
if ( newValue && !_value )
|
||||
{
|
||||
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|
||||
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|
||||
}
|
||||
|
||||
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|
||||
}
|
||||
|
||||
public void Update( float deltaTime )
|
||||
{
|
||||
if ( !_value )
|
||||
{
|
||||
_timeSinceRelease += deltaTime;
|
||||
}
|
||||
|
||||
_timeSincePress += deltaTime;
|
||||
}
|
||||
|
||||
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|
||||
{
|
||||
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|
||||
}
|
||||
|
||||
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|
||||
{
|
||||
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|
||||
}
|
||||
|
||||
public bool GetRelease()
|
||||
{
|
||||
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|
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private PlayerMovementSettings _movementSettings;
|
||||
|
||||
[SerializeField]
|
||||
private PlayerInputHandler _inputHandler;
|
||||
|
||||
[SerializeField]
|
||||
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|
||||
|
||||
private void Start()
|
||||
{
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
Vector2 moveVector2 = _inputHandler.InputState.Move;
|
||||
Vector3 moveVector = new Vector3( moveVector2.x, 0f, moveVector2.y );
|
||||
|
||||
_rigidbody.velocity = moveVector * _movementSettings.BaseMovementSpeed;
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||||
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|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerInputHandler : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private PlayerInputSettings _inputSettings;
|
||||
|
||||
public struct PlayerInputState
|
||||
{
|
||||
public BufferedInput Jump;
|
||||
public BufferedInput Use;
|
||||
public Vector2 Move;
|
||||
public Vector2 Look;
|
||||
}
|
||||
|
||||
public PlayerInputState InputState => _state;
|
||||
|
||||
private PlayerInputState _state;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_state = new PlayerInputState();
|
||||
|
||||
_state.Jump = new BufferedInput( _inputSettings.JumpBufferTime );
|
||||
_state.Use = new BufferedInput( _inputSettings.UseBufferTime );
|
||||
_state.Look = Vector2.zero;
|
||||
_state.Move = Vector2.zero;
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
float deltaTime = Time.fixedDeltaTime;
|
||||
|
||||
_state.Jump.Update( deltaTime );
|
||||
_state.Use.Update( deltaTime );
|
||||
}
|
||||
|
||||
public void Look( InputAction.CallbackContext context )
|
||||
=> _state.Look = context.ReadValue<Vector2>();
|
||||
|
||||
public void Move( InputAction.CallbackContext context )
|
||||
=> _state.Move = context.ReadValue<Vector2>();
|
||||
|
||||
public void Jump( InputAction.CallbackContext context )
|
||||
=> _state.Jump.Set( context.ReadValue<float>() > 0.5f );
|
||||
|
||||
public void Use( InputAction.CallbackContext context )
|
||||
=> _state.Use.Set( context.ReadValue<float>() > 0.5f );
|
||||
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|
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "PlayerInputSettings.asset", menuName = "KernelPanic/Player/InputSettings")]
|
||||
public class PlayerInputSettings : ScriptableObject
|
||||
{
|
||||
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|
||||
public float UseBufferTime;
|
||||
}
|
|
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using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "PlayerMovementSettings.asset", menuName = "KernelPanic/Player/MovementSettings")]
|
||||
public class PlayerMovementSettings : ScriptableObject
|
||||
{
|
||||
public float BaseMovementSpeed;
|
||||
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|
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|
||||
|
|
|
@ -8,6 +8,9 @@ EditorUserSettings:
|
|||
RecentlyUsedScenePath-0:
|
||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-1:
|
||||
value: 22424703114646680e0b0227036c72111f19563f22213229
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
|
Loading…
Reference in New Issue