using Cinemachine; using MoreMountains.Tools; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MoreMountains.Tools { /// /// A class used to store gyro properties per camera /// [Serializable] [AddComponentMenu("More Mountains/Tools/Cinemachine/MMGyroCam")] public class MMGyroCam { /// the bound cinemachine camera public CinemachineVirtualCamera Cam; /// the transform this camera should look at public Transform LookAt; /// the transform this camera should rotate around public Transform RotationCenter; /// the minimum rotation to apply to this camera (in degrees) public Vector2 MinRotation = new Vector2(-2f, -2f); /// the maximum rotation to apply to this camera (in degrees) public Vector2 MaxRotation = new Vector2(2f, 2f); /// a transform to follow if the camera is animated public Transform AnimatedPosition; /// the camera's initial angles [MMReadOnly] public Vector3 InitialAngles; /// the camera's initial position [MMReadOnly] public Vector3 InitialPosition; } /// /// Add this class to a camera rig (an empty object), bind some Cinemachine virtual cameras to it, and they'll move around the specified object as your gyro powered device moves /// public class MMGyroParallax : MMGyroscope { [Header("Cameras")] /// the list of cameras to move as the gyro moves public List Cams; protected Vector3 _newAngles; /// /// On start we initialize our rig /// protected override void Start() { base.Start(); Initialization(); } /// /// Grabs the cameras and stores their position /// public virtual void Initialization() { foreach (MMGyroCam cam in Cams) { cam.InitialAngles = cam.Cam.transform.localEulerAngles; cam.InitialPosition = cam.Cam.transform.position; } } /// /// On Update we move our cameras /// protected override void Update() { base.Update(); MoveCameras(); } /// /// Moves cameras around based on gyro input /// protected virtual void MoveCameras() { foreach (MMGyroCam cam in Cams) { float newX = 0f; float newY = 0f; var gyroGravity = LerpedCalibratedGyroscopeGravity; if (gyroGravity.x > 0) { newX = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.x, 0.5f, 0, cam.MinRotation.x, 0); } if (gyroGravity.x < 0) { newX = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.x, 0, -.5f, 0, cam.MaxRotation.x); } if (gyroGravity.y > 0) { newY = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.y, 0.5f, 0, cam.MinRotation.y, 0f); } if (gyroGravity.y < 0) { newY = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.y, 0f, -0.5f, 0f, cam.MaxRotation.y); } var camTransform = cam.Cam.transform; if (cam.AnimatedPosition != null) { _newAngles = cam.AnimatedPosition.localEulerAngles; _newAngles.x += newX; _newAngles.z += newY; camTransform.position = cam.AnimatedPosition.position; camTransform.localEulerAngles = cam.AnimatedPosition.localEulerAngles; } else { _newAngles = cam.InitialAngles; _newAngles.x += newX; _newAngles.z += newY; camTransform.position = cam.InitialPosition; camTransform.localEulerAngles = cam.InitialAngles; } var rotationTransform = cam.RotationCenter.transform; camTransform.RotateAround(rotationTransform.position, rotationTransform.up, newX); camTransform.RotateAround(rotationTransform.position, rotationTransform.right, newY); if (cam.Cam.LookAt == null) // cinemachine is not tracking a target { if (cam.LookAt != null) // local lookout target { camTransform.LookAt(cam.LookAt); } else { camTransform.LookAt(cam.RotationCenter); } } } } } }