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261 lines
8.6 KiB
C#

4 years ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SiegeSong;
namespace SiegeSong
{
public class CameraManager : MonoBehaviour
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{
public RuntimeManager RuntimeManager;
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public Motor Motor;
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public GameObject ActiveCamera;
public bool FirstPersonActive;
public Transform CameraTarget;
public Transform MenuMount;
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public Transform ActiveMount;
public Transform FirstPersonMount;
public Transform LeftMount;
public Transform RightMount;
public Transform CenterMount;
public List<Transform> AutoMounts;
public List<Transform> StationMounts;
public GameObject[] NonPlayerCameras;
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public float CameraX;
public float CameraY;
private int activeCameraIndex;
private float speedX = 200.0f;
private float speedY = 100.0f;
private float minX = -90.0f;
private float maxX = 90.0f;
private float minY = -70.0f;
private float maxY = 90.0f;
private float zoomStep = 0.1f;
private float firstPersonMinY = -170.0f;
private float firstPersonMaxY = 130.0f;
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private float zoomSpeed = 0.1f;
private float zoom = 2.0f;
private float requestedZoom = 2.0f;
private float minZoom = -0.2f;
private float maxZoom = 0.5f;
private bool canZoomToRequested = true;
private bool zooming;
private bool zoomCollision;
private bool lerping;
private Vector3 lerpStartPosition;
private Vector3 lerpTargetPosition;
private float lerpStartTime;
private float lerpDistance;
private float lerpSpeed = 3.5f;
private float lerpStopDistanceThreshold = 0.02f;
private float rotationSpeedBrakeSpeed = 2.0f;
private float rotationSpeedStopThreshold = 0.1f;
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//public CameraMode ActiveMode;
void Start()
{
ActiveMount = MenuMount;
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}
void Update()
{
ActiveCamera.transform.position = ActiveMount.position;
if (Motor.UsingStation)
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{
CameraX = Motor.TargetStation.CameraX;
CameraY = Motor.TargetStation.CameraY;
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}
if (lerping)
{
ActiveCamera.transform.position = Vector3.Lerp(lerpStartPosition, lerpTargetPosition, ((Time.time - lerpStartTime) * lerpSpeed) / lerpDistance);
if (Vector3.Distance(ActiveCamera.transform.position, lerpTargetPosition) < lerpStopDistanceThreshold)
lerping = false;
}
//else if (lerpTargetPosition != null)
//{
// ActiveCamera.transform.position = lerpTargetPosition;
//}
if (!zoomCollision)
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{
for (var i = 0; i < ActiveCamera.transform.childCount; i++)
{
var child = ActiveCamera.transform.GetChild(i);
if (child.gameObject.CompareTag("MainCamera") && !FirstPersonActive)
{
child.position = new Vector3(child.position.x, child.position.y, child.position.z + zoom);
zoom = 0;
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}
}
}
}
public void SwitchActiveCamera(Camera targetCamera)
{
}
public void ZoomIn()
{
if (!FirstPersonActive)
{
if (zoom - zoomStep > minZoom)
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{
zoom -= zoomStep;
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}
else
{
zoom = minZoom;
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}
}
}
public void ZoomOut(bool request = true)
{
if (!FirstPersonActive)
{
zoom += zoomStep;
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}
if (!FirstPersonActive)
{
if (zoom + zoomStep < maxZoom)
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{
zoom += zoomStep;
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}
else
{
zoom = maxZoom;
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}
}
}
public void ResetCameraPosition()
{
ActiveCamera.transform.position = ActiveMount.transform.position;
}
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public void RealignCamera(bool rotateBody = false)
{
if (!rotateBody)
{
if (CameraX < rotationSpeedStopThreshold && CameraX > -rotationSpeedStopThreshold)
CameraX = 0;
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else
CameraX = CameraX / rotationSpeedBrakeSpeed;
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}
else
{
Motor.RotateToDirection(ActiveMount.eulerAngles);
//Motor.RotateToDirection(ActiveCamera.transform.eulerAngles);
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ActiveMount.RotateAround(CameraTarget.position, Vector3.up, -CameraX);
ActiveCamera.transform.rotation.SetLookRotation(CameraTarget.position);
ActiveCamera.transform.rotation = Quaternion.Euler(-ActiveCamera.transform.rotation.x, ActiveCamera.transform.rotation.y, ActiveCamera.transform.rotation.z);
//ActiveCamera.transform.RotateAround(CameraTarget.position, Vector3.up, -CameraX);
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CameraX = 0;
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}
}
public void RotateMotor(Vector3 eulerAngles)
{
Motor.RotateToDirection(eulerAngles);
ActiveMount.RotateAround(CameraTarget.position, Vector3.up, -eulerAngles.x);
//ActiveCamera.transform.RotateAround(CameraTarget.position, Vector3.up, -eulerAngles.x);
}
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public void RotateHorizontal(float amount)
{
var degreesToRotate = amount * speedX * Time.deltaTime;
CameraX += degreesToRotate;
ActiveMount.RotateAround(CameraTarget.position, Vector3.up, amount * speedX * Time.deltaTime);
//ActiveCamera.transform.RotateAround(CameraTarget.position, Vector3.up, amount * speedX * Time.deltaTime);
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}
public void RotateVertical(float amount)
{
var degreesToRotate = amount * speedY * Time.deltaTime;
if (degreesToRotate > 0 && !(CameraY + degreesToRotate > (FirstPersonActive ? firstPersonMaxY : maxY))
|| (degreesToRotate < 0 && !(CameraY + degreesToRotate < (FirstPersonActive ? firstPersonMinY : minY))))
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{
CameraY += degreesToRotate;
ActiveCamera.transform.RotateAround(CameraTarget.position, ActiveCamera.transform.TransformDirection(-Vector3.right), amount * speedY * Time.deltaTime);
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}
}
public void SwitchCamera()
{
ActiveCamera.transform.RotateAround(CameraTarget.position, ActiveCamera.transform.TransformDirection(-Vector3.right), -CameraY);
CameraY = 0;
if (FirstPersonActive)
FirstPersonActive = false;
if (activeCameraIndex - 3 == AutoMounts.Count + StationMounts.Count)
activeCameraIndex = 0;
else
activeCameraIndex++;
lerping = true;
lerpStartTime = Time.time;
lerpStartPosition = ActiveCamera.transform.position;
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switch (activeCameraIndex)
{
case 0:
FirstPersonActive = true;
lerpTargetPosition = FirstPersonMount.position;
ActiveMount = FirstPersonMount;
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break;
case 1:
lerpTargetPosition = RightMount.position;
ActiveMount = RightMount;
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break;
case 2:
lerpTargetPosition = CenterMount.position;
ActiveMount = CenterMount;
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break;
case 3:
lerpTargetPosition = LeftMount.position;
ActiveMount = LeftMount;
break;
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default:
case 4:
if (activeCameraIndex - 3 > AutoMounts.Count)
{
lerpTargetPosition = StationMounts[activeCameraIndex - 3 - AutoMounts.Count].position;
ActiveMount = StationMounts[activeCameraIndex - 3 - AutoMounts.Count];
}
else
{
lerpTargetPosition = StationMounts[activeCameraIndex - 3].position;
ActiveMount = StationMounts[activeCameraIndex - 3];
}
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break;
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}
lerpDistance = Vector3.Distance(ActiveCamera.transform.position, lerpTargetPosition);
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}
}
}