using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
///
/// This sample is not meant to be added directly to your game. Instead, it is an example
/// of what you might write for your specific needs. This code is subject to change with
/// each release of Sci-Fi Ship Controller.
/// This sample uses the ShipCameraModule and allows the player to switch between the
/// initial camera setup in your scene, and other target ship (Key: T).
/// It can also switch to the next squadron (key: Y).
/// It uses the Legacy Unity Input System for to check for the T and Y keys.
///
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Switch Camera Target")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class SampleSwitchCameraTarget : MonoBehaviour
{
#region Public Variables
public ShipCameraModule shipCameraModule;
public DemoControlModule demoControlModule;
// This is the squadron which contains the alternate camera target
// Valid squadron IDs are 0 or greater.
public int squadronId = -1;
#endregion
#region Private Variables
private ShipControlModule originalShipControlModule;
private Vector3 originalCameraTargetOffset;
private int shipIdx = 0;
#endregion
#region Initialisation Methods
// Use this for initialization
void Awake()
{
if (shipCameraModule == null)
{
#if UNITY_EDITOR
Debug.LogWarning("SampleSwitchCameraTarget - a ShipCameraModule has not be assigned from the scene");
#endif
}
else if (demoControlModule == null)
{
#if UNITY_EDITOR
Debug.LogWarning("SampleSwitchCameraTarget - a DemoControlModule has not be assigned from the scene");
#endif
}
else
{
originalShipControlModule = shipCameraModule.GetTarget();
originalCameraTargetOffset = shipCameraModule.targetOffset;
}
#if !ENABLE_LEGACY_INPUT_MANAGER && UNITY_2019_2_OR_NEWER
Debug.LogWarning("ERROR: SampleSwitchCameraTarget - This sample uses keyboard input from Legacy Input System which is NOT enabled in this project.");
// Keep compiler happy
if (shipIdx == 0) { }
#endif
}
#endregion
#region Update Methods
// Update is called once per frame
void Update()
{
if (shipCameraModule != null && demoControlModule != null)
{
#if ENABLE_LEGACY_INPUT_MANAGER || !UNITY_2019_2_OR_NEWER
// Check for Y - switch squadrons
if (Input.GetKeyDown(KeyCode.Y))
{
squadronId = demoControlModule.GetNextSquadronWithShips(squadronId);
shipIdx = 0;
// If we got a valid squadron, get the first valid ship in that squadron
if (squadronId >= 0)
{
ShipControlModule shipControlModule = demoControlModule.GetNextShip(squadronId, shipIdx);
if (shipControlModule != null)
{
// When switching squadrons, get the camera offset from the squadron
Squadron squadron = demoControlModule.squadronList.Find(sq => sq.squadronId == squadronId);
if (squadron != null) { shipCameraModule.targetOffset = squadron.cameraTargetOffset; }
SetNewTarget(shipControlModule);
shipIdx++;
}
}
}
// Check for T - switch ship
if (Input.GetKeyDown(KeyCode.T))
{
ShipControlModule shipControlModule = demoControlModule.GetNextShip(squadronId, shipIdx);
if (shipControlModule != null)
{
SetNewTarget(shipControlModule);
shipIdx++;
}
}
#endif
// Auto re-assign original if current is destroyed
if (shipCameraModule.target == null)
{
// The original ship (probably a player ship) may not be in the same squadron as the
// last target. This ensures that the next time user switches ships, it will be using the
// correct squadron and the camera target offset will be correct.
if (originalShipControlModule != null && originalShipControlModule.shipInstance != null)
{
squadronId = originalShipControlModule.shipInstance.squadronId;
}
shipCameraModule.targetOffset = originalCameraTargetOffset;
SetNewTarget(originalShipControlModule);
shipIdx = 0;
}
}
}
#endregion
#region Private Methods
///
/// Set a new target for the camera
///
///
private void SetNewTarget(ShipControlModule shipControlModule)
{
shipCameraModule.SetTarget(shipControlModule);
if (shipCameraModule.target != null)
{
shipCameraModule.ReinitialiseTargetVariables();
}
}
#endregion
}
}