hellbound/Assets/Sources/Lean/Common+/Extras/LeanOrbit.cs

139 lines
4.7 KiB
C#

using UnityEngine;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This component controls the current GameObject's rotation, based on the specified Pitch and Yaw values.</summary>
[ExecuteInEditMode]
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanOrbit")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Orbit")]
public class LeanOrbit : MonoBehaviour
{
/// <summary>If you want the rotation to be scaled by the camera FOV, then set the camera here.</summary>
public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
/// <summary>The camera will orbit around this point.</summary>
public Transform Pivot { set { pivot = value; } get { return pivot; } } [FSA("Pivot")] [SerializeField] private Transform pivot;
/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
/// -1 = Instantly change.
/// 1 = Slowly change.
/// 10 = Quickly change.</summary>
public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
/// <summary>Pitch of the rotation in degrees.</summary>
public float Pitch { set { pitch = value; } get { return pitch; } } [FSA("Pitch")] [SerializeField] private float pitch;
/// <summary>The strength of the pitch changes with vertical finger movement.</summary>
public float PitchSensitivity { set { pitchSensitivity = value; } get { return pitchSensitivity; } } [FSA("PitchSensitivity")] [SerializeField] private float pitchSensitivity = 0.25f;
/// <summary>Yaw of the rotation in degrees.</summary>
public float Yaw { set { yaw = value; } get { return yaw; } } [FSA("Yaw")] [SerializeField] private float yaw;
/// <summary>The strength of the yaw changes with horizontal finger movement.</summary>
public float YawSensitivity { set { yawSensitivity = value; } get { return yawSensitivity; } } [FSA("YawSensitivity")] [SerializeField] private float yawSensitivity = 0.25f;
[SerializeField]
private float currentPitch;
[SerializeField]
private float currentYaw;
public void Rotate(Vector2 delta)
{
var sensitivity = GetSensitivity();
delta.x *= pitchSensitivity * sensitivity;
delta.y *= yawSensitivity * sensitivity;
RotatePitch(-delta.y);
RotateYaw ( delta.x);
}
public void RotatePitch(float delta)
{
var axis = Quaternion.Euler(0.0f, yaw, 0.0f) * Vector3.right;
delta *= pitchSensitivity * GetSensitivity();
transform.RotateAround(pivot.position, axis, delta);
}
public void RotateYaw(float delta)
{
var axis = Vector3.up;
delta *= yawSensitivity * GetSensitivity();
transform.RotateAround(pivot.position, axis, delta);
}
protected virtual void Start()
{
currentPitch = pitch;
currentYaw = yaw;
}
protected virtual void LateUpdate()
{
if (pivot != null)
{
var angles = Quaternion.LookRotation(pivot.position - transform.position, Vector3.up).eulerAngles;
pitch = angles.x;
yaw = angles.y;
}
// Get t value
var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
// Lerp the current values to the target ones
currentPitch = Mathf.Lerp(currentPitch, pitch, factor);
currentYaw = Mathf.Lerp(currentYaw , yaw , factor);
// Rotate to pitch and yaw values
transform.localRotation = Quaternion.Euler(currentPitch, currentYaw, 0.0f);
}
private float GetSensitivity()
{
// Has a camera been set?
if (_camera != null)
{
// Adjust sensitivity by FOV?
if (_camera.orthographic == false)
{
return _camera.fieldOfView / 90.0f;
}
}
return 1.0f;
}
}
}
#if UNITY_EDITOR
namespace Lean.Common.Editor
{
using TARGET = LeanOrbit;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanOrbit_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("_camera", "If you want the rotation to be scaled by the camera FOV, then set the camera here.");
Draw("pivot", "The camera will orbit around this point.");
Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
Draw("pitch", "Pitch of the rotation in degrees.");
Draw("pitchSensitivity", "The strength of the pitch changes with vertical finger movement.");
Draw("yaw", "Yaw of the rotation in degrees.");
Draw("yawSensitivity", "The strength of the yaw changes with horizontal finger movement.");
}
}
}
#endif