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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | public class thirdPersonCamera : MonoBehaviour | |
| 5 | {
| |
| 6 | public thirdPersonCamera instance; // Reference to the Main Camera. | |
| 7 | public Transform targetLookTransform; // Transform of the camera will be looking at. | |
| 8 | public float distance = 5f; // Start distance of camera. | |
| 9 | public float distanceMin = 3f; // Minimum distance of camera zoom. | |
| 10 | public float distanceMax = 10f; // Maximum distance of camera zoom. | |
| 11 | public float distanceSmooth = 0.05f; // Camera zooming smooth factor. | |
| 12 | public float distanceCameraResumeSmooth = 1f; // Distance at which point smoothing is resumed after occlusion handling is no longer occuring. | |
| 13 | private float distanceCameraSmooth = 0f; // Camera smoothing distance (after occlusion is no longer happening). | |
| 14 | private float preOccludedDistance = 0f; | |
| 15 | ||
| 16 | public float mouseXSensitivity = 5f; // Mouse X sensitivity. | |
| 17 | public float mouseYSensitivity = 5f; // Mouse Y sensitivity. | |
| 18 | public float mouseWheelSensitivity = 5f; // Mouse wheel/scroll sensitivity. | |
| 19 | public float xSmooth = 0.05f; // Smoothness factor for x position calculations. | |
| 20 | public float ySmooth = 0.1f; // Smoothness factor for y position calculations. | |
| 21 | public float yMinLimit = -40f; | |
| 22 | public float yMaxLimit = 80f; | |
| 23 | private float mouseX = 0f; | |
| 24 | private float mouseY = 0f; | |
| 25 | private float velocityX = 0f; | |
| 26 | private float velocityY = 0f; | |
| 27 | private float velocityZ = 0f; | |
| 28 | private float velocityDistance = 0f; | |
| 29 | ||
| 30 | public float occlusionDistanceStep = 0.5f; | |
| 31 | public int maxOcclusionChecks = 10; // Max number of times to check for occlusion. | |
| 32 | ||
| 33 | private float startDistance = 0f; | |
| 34 | private float desiredDistance = 0f; | |
| 35 | ||
| 36 | private Vector3 position = new Vector3(768f, 3.5f, 903f); | |
| 37 | private Vector3 desiredPosition = new Vector3(768f, 3.5f, 903f); | |
| 38 | ||
| 39 | private void Awake () | |
| 40 | {
| |
| 41 | instance = this; | |
| 42 | } | |
| 43 | ||
| 44 | void Start () | |
| 45 | {
| |
| 46 | distance = Mathf.Clamp (distance, distanceMin, distanceMax); // Ensure our distance is between min and max (valid) | |
| 47 | startDistance = distance; | |
| 48 | Reset (); | |
| 49 | } | |
| 50 | ||
| 51 | private void LateUpdate () | |
| 52 | {
| |
| 53 | if (targetLookTransform == null) | |
| 54 | {
| |
| 55 | return; | |
| 56 | } | |
| 57 | ||
| 58 | HandlePlayerInput (); | |
| 59 | ||
| 60 | int count = 0; | |
| 61 | do | |
| 62 | {
| |
| 63 | CalculateDesiredPosition (); | |
| 64 | count++; | |
| 65 | } while (CheckIfOccluded(count)); | |
| 66 | ||
| 67 | UpdatePosition (); | |
| 68 | } | |
| 69 | ||
| 70 | private void HandlePlayerInput () | |
| 71 | {
| |
| 72 | float deadZone = 0.01f; | |
| 73 | ||
| 74 | // If right mouse button is down, get mouse axis input. | |
| 75 | if (Input.GetMouseButton (1)) | |
| 76 | {
| |
| 77 | mouseX += Input.GetAxis ("Mouse X") * mouseXSensitivity;
| |
| 78 | mouseY -= Input.GetAxis ("Mouse Y") * mouseYSensitivity;
| |
| 79 | } | |
| 80 | ||
| 81 | // Clamp (limit) mouse Y rotation. Uses thirdPersonCameraHelper.cs. | |
| 82 | mouseY = thirdPersonCameraHelper.clampingAngle (mouseY, yMinLimit, yMaxLimit); | |
| 83 | ||
| 84 | // Clamp (limit) mouse scroll wheel. | |
| 85 | if (Input.GetAxis ("Mouse ScrollWheel") > deadZone || Input.GetAxis ("Mouse ScrollWheel") < -deadZone)
| |
| 86 | {
| |
| 87 | desiredDistance = Mathf.Clamp (distance - Input.GetAxis("Mouse ScrollWheel") * mouseWheelSensitivity,
| |
| 88 | distanceMin, | |
| 89 | distanceMax | |
| 90 | ); | |
| 91 | preOccludedDistance = desiredDistance; | |
| 92 | distanceCameraSmooth = distanceSmooth; | |
| 93 | } | |
| 94 | } | |
| 95 | ||
| 96 | // Smoothing. | |
| 97 | private void CalculateDesiredPosition () | |
| 98 | {
| |
| 99 | // Evaluate distance. | |
| 100 | ResetDesiredDistance (); | |
| 101 | distance = Mathf.SmoothDamp (distance, desiredDistance, ref velocityDistance, distanceCameraSmooth); | |
| 102 | ||
| 103 | // Calculate desired position. | |
| 104 | desiredPosition = CalculatePosition (mouseY, mouseX, distance); | |
| 105 | } | |
| 106 | ||
| 107 | private bool CheckIfOccluded (int count) | |
| 108 | {
| |
| 109 | bool isOccluded = false; | |
| 110 | float nearestDistance = CheckCameraPoints (targetLookTransform.position, desiredPosition); | |
| 111 | ||
| 112 | if (nearestDistance != -1) | |
| 113 | {
| |
| 114 | if (count < maxOcclusionChecks) | |
| 115 | {
| |
| 116 | isOccluded = true; | |
| 117 | distance -= occlusionDistanceStep; | |
| 118 | ||
| 119 | // 0.25 is a good default value. | |
| 120 | if (distance < 0.25f) | |
| 121 | {
| |
| 122 | distance = 0.25f; | |
| 123 | } | |
| 124 | } | |
| 125 | else | |
| 126 | {
| |
| 127 | distance = nearestDistance - Camera.main.nearClipPlane; | |
| 128 | } | |
| 129 | desiredDistance = distance; | |
| 130 | distanceCameraSmooth = distanceCameraResumeSmooth; | |
| 131 | } | |
| 132 | ||
| 133 | return isOccluded; | |
| 134 | } | |
| 135 | ||
| 136 | private Vector3 CalculatePosition (float rotX, float rotY, float rotDist) | |
| 137 | {
| |
| 138 | Vector3 direction = new Vector3 (0, 0, -distance); // -distance because we want it to point behind our character. | |
| 139 | Quaternion rotation = Quaternion.Euler (rotX, rotY, 0); | |
| 140 | return targetLookTransform.position + (rotation * direction); | |
| 141 | } | |
| 142 | ||
| 143 | private float CheckCameraPoints (Vector3 from, Vector3 to) | |
| 144 | {
| |
| 145 | float nearestDistance = -1f; | |
| 146 | ||
| 147 | RaycastHit hitInfo; | |
| 148 | ||
| 149 | thirdPersonCameraHelper.ClipPlanePoints clipPlanePoints = | |
| 150 | thirdPersonCameraHelper.ClipPlaneAtNear (to); | |
| 151 | ||
| 152 | // Draw the raycasts going through the near clip plane vertexes. | |
| 153 | Debug.DrawLine (from, to + transform.forward * -camera.nearClipPlane, Color.red); | |
| 154 | Debug.DrawLine (from, clipPlanePoints.upperLeft, Color.red); | |
| 155 | Debug.DrawLine (from, clipPlanePoints.upperRight, Color.red); | |
| 156 | Debug.DrawLine (from, clipPlanePoints.lowerLeft, Color.red); | |
| 157 | Debug.DrawLine (from, clipPlanePoints.lowerRight, Color.red); | |
| 158 | Debug.DrawLine (clipPlanePoints.upperLeft, clipPlanePoints.upperRight, Color.red); | |
| 159 | Debug.DrawLine (clipPlanePoints.upperRight, clipPlanePoints.lowerRight, Color.red); | |
| 160 | Debug.DrawLine (clipPlanePoints.lowerRight, clipPlanePoints.lowerLeft, Color.red); | |
| 161 | Debug.DrawLine (clipPlanePoints.lowerLeft, clipPlanePoints.upperLeft, Color.red); | |
| 162 | ||
| 163 | if (Physics.Linecast(from, clipPlanePoints.upperLeft, out hitInfo) && hitInfo.collider.tag != "Player") | |
| 164 | nearestDistance = hitInfo.distance; | |
| 165 | if (Physics.Linecast(from, clipPlanePoints.lowerLeft, out hitInfo) && hitInfo.collider.tag != "Player") | |
| 166 | if (hitInfo.distance < nearestDistance || nearestDistance == -1) | |
| 167 | nearestDistance = hitInfo.distance; | |
| 168 | if (Physics.Linecast(from, clipPlanePoints.upperRight, out hitInfo) && hitInfo.collider.tag != "Player") | |
| 169 | if (hitInfo.distance < nearestDistance || nearestDistance == -1) | |
| 170 | nearestDistance = hitInfo.distance; | |
| 171 | if (Physics.Linecast(from, to + transform.forward * -camera.nearClipPlane, out hitInfo) && hitInfo.collider.tag != "Player") | |
| 172 | if (hitInfo.distance < nearestDistance || nearestDistance == -1) | |
| 173 | nearestDistance = hitInfo.distance; | |
| 174 | ||
| 175 | return nearestDistance; | |
| 176 | } | |
| 177 | ||
| 178 | private void ResetDesiredDistance () | |
| 179 | {
| |
| 180 | if (desiredDistance < preOccludedDistance) | |
| 181 | {
| |
| 182 | Vector3 pos = CalculatePosition (mouseY, mouseX, preOccludedDistance); | |
| 183 | float nearestDistance = CheckCameraPoints(targetLookTransform.position, pos); | |
| 184 | ||
| 185 | if (nearestDistance == -1 || nearestDistance > preOccludedDistance) | |
| 186 | {
| |
| 187 | desiredDistance = preOccludedDistance; | |
| 188 | } | |
| 189 | } | |
| 190 | } | |
| 191 | ||
| 192 | private void UpdatePosition () | |
| 193 | {
| |
| 194 | - | float posX = Mathf.SmoothDamp (position.x, desiredPosition.x, ref velocityX, xSmooth); |
| 194 | + | float posX = Mathf.SmoothDamp (position.x, desiredPosition.x, ref velocityX, xSmooth * Time.deltaTime); |
| 195 | - | float posY = Mathf.SmoothDamp (position.y, desiredPosition.y, ref velocityY, ySmooth); |
| 195 | + | float posY = Mathf.SmoothDamp (position.y, desiredPosition.y, ref velocityY, ySmooth * Time.deltaTime); |
| 196 | - | float posZ = Mathf.SmoothDamp (position.z, desiredPosition.z, ref velocityZ, xSmooth); |
| 196 | + | float posZ = Mathf.SmoothDamp (position.z, desiredPosition.z, ref velocityZ, xSmooth * Time.deltaTime); |
| 197 | ||
| 198 | position = new Vector3 (posX, posY, posZ); | |
| 199 | ||
| 200 | transform.position = position; | |
| 201 | ||
| 202 | transform.LookAt (targetLookTransform); | |
| 203 | } | |
| 204 | ||
| 205 | public void Reset () | |
| 206 | {
| |
| 207 | mouseX = 0f; | |
| 208 | mouseY = 10f; | |
| 209 | distance = startDistance; | |
| 210 | desiredDistance = distance; | |
| 211 | preOccludedDistance = distance; | |
| 212 | } | |
| 213 | ||
| 214 | public static void UseExistingOrCreateMainCamera () | |
| 215 | {
| |
| 216 | GameObject tempCamera; | |
| 217 | GameObject targetLookAt; | |
| 218 | thirdPersonCamera myCamera; | |
| 219 | ||
| 220 | if (Camera.main != null) | |
| 221 | {
| |
| 222 | tempCamera = Camera.main.gameObject; | |
| 223 | } | |
| 224 | else | |
| 225 | {
| |
| 226 | tempCamera = new GameObject("Main Camera");
| |
| 227 | tempCamera.AddComponent("Camera");
| |
| 228 | tempCamera.tag = "MainCamera"; // This is what actually makes our created camera the main camera. | |
| 229 | } | |
| 230 | ||
| 231 | tempCamera.AddComponent ("thirdPersonCamera");
| |
| 232 | myCamera = tempCamera.GetComponent<thirdPersonCamera>(); | |
| 233 | ||
| 234 | targetLookAt = GameObject.FindGameObjectWithTag ("CameraFocus");
| |
| 235 | ||
| 236 | if (targetLookAt == null) | |
| 237 | {
| |
| 238 | targetLookAt = new GameObject ("Player");
| |
| 239 | targetLookAt.transform.position = new Vector3(768f, 0, 900f); | |
| 240 | } | |
| 241 | ||
| 242 | myCamera.targetLookTransform = targetLookAt.transform; | |
| 243 | } | |
| 244 | } |