using MalbersAnimations.Utilities; using System; using System.Collections; using UnityEngine; namespace MalbersAnimations { [RequireComponent(typeof(MFreeLookCamera))] [AddComponentMenu("Malbers/Utilities/Camera/Camera Wall Stop")] public class CameraWallStop : MonoBehaviour { public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be) public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime) public float sphereCastRadius = 0.15f; // the radius of the sphere used to test for object between camera and target public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor public float closestDistance = 0.5f; // the closest distance the camera can be from the target public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera public LayerMask dontClip = 1 << 20; //Dont clip animal private Transform m_Cam; // the transform of the camera private Transform m_Pivot; // the point at which the camera pivots around [SerializeField] private float m_OriginalDist; // the original distance to the camera before any modification are made private float m_MoveVelocity; // the velocity at which the camera moved private float m_CurrentDist; // the current distance from the camera to the target private Ray m_Ray = new Ray(); // the ray used in the lateupdate for casting between the camera and the target private RaycastHit[] hits; // the hits between the camera and the target private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances private MFreeLookCamera M_FreeLookCamera; private void Start() { M_FreeLookCamera = GetComponent(); ResetWithState(); m_RayHitComparer = new RayHitComparer(); // create a new RayHitComparer M_FreeLookCamera.OnStateChange.AddListener(SetOriginalDist); } public virtual void ResetWithState() { m_Cam = M_FreeLookCamera.CamT; //find the camera in the object hierarchy m_Pivot = M_FreeLookCamera.Pivot; m_OriginalDist = m_Cam.localPosition.magnitude; m_CurrentDist = m_OriginalDist; } public virtual void SetOriginalDist() { ResetWithState(); } private void LateUpdate() { float targetDist = m_OriginalDist; // initially set the target distance m_Ray.origin = m_Pivot.position + m_Pivot.forward * sphereCastRadius; m_Ray.direction = -m_Pivot.forward; var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius); // initial check to see if start of spherecast intersects anything bool initialIntersect = false; bool hitSomething = false; for (int i = 0; i < cols.Length; i++) // loop through all the collisions to check if something we care about { if ((!cols[i].isTrigger) && !(MTools.CollidersLayer(cols[i],dontClip))) //is on a layer we don't want to clip { initialIntersect = true; break; } } if (initialIntersect) // if there is a collision { m_Ray.origin += m_Pivot.forward * sphereCastRadius; hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius); // do a raycast and gather all the intersections } else // if there was no collision do a sphere cast to see if there were any other collisions { hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius); } Array.Sort(hits, m_RayHitComparer); // sort the collisions by distance float nearest = Mathf.Infinity; // set the variable used for storing the closest to be as far as possible for (int i = 0; i < hits.Length; i++) // loop through all the collisions { // only deal with the collision if it was closer than the previous one, not a trigger, not in the Layer Mask if (hits[i].distance < nearest && (!hits[i].collider.isTrigger) && !MTools.CollidersLayer(hits[i].collider,dontClip)) { nearest = hits[i].distance; // change the nearest collision to latest targetDist = -m_Pivot.InverseTransformPoint(hits[i].point).z; hitSomething = true; } } if (hitSomething) // visualise the cam clip effect in the editor { Debug.DrawRay(m_Ray.origin, -m_Pivot.forward * (targetDist + sphereCastRadius), Color.red); } // hit something so move the camera to a better position protecting = hitSomething; m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity, m_CurrentDist > targetDist ? clipMoveTime : returnTime); m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist); m_Cam.localPosition = -Vector3.forward * m_CurrentDist; } // comparer for check distances in ray cast hits public class RayHitComparer : IComparer { public int Compare(object x, object y) { return ((RaycastHit)x).distance.CompareTo(((RaycastHit)y).distance); } } } }