#if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif using UnityEngine; namespace UnityTemplateProjects { public class SimpleCameraController : MonoBehaviour { class CameraState { public float yaw; public float pitch; public float roll; public float x; public float y; public float z; public void SetFromTransform(Transform t) { pitch = t.eulerAngles.x; yaw = t.eulerAngles.y; roll = t.eulerAngles.z; x = t.position.x; y = t.position.y; z = t.position.z; } public void Translate(Vector3 translation) { Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; x += rotatedTranslation.x; y += rotatedTranslation.y; z += rotatedTranslation.z; } public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); x = Mathf.Lerp(x, target.x, positionLerpPct); y = Mathf.Lerp(y, target.y, positionLerpPct); z = Mathf.Lerp(z, target.z, positionLerpPct); } public void UpdateTransform(Transform t) { t.eulerAngles = new Vector3(pitch, yaw, roll); t.position = new Vector3(x, y, z); } } CameraState m_TargetCameraState = new CameraState(); CameraState m_InterpolatingCameraState = new CameraState(); [Header("Movement Settings")] [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] public float boost = 3.5f; [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] public float positionLerpTime = 0.2f; [Header("Rotation Settings")] [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] public float rotationLerpTime = 0.01f; [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] public bool invertY = false; #if ENABLE_INPUT_SYSTEM InputAction movementAction; InputAction verticalMovementAction; InputAction lookAction; InputAction boostFactorAction; bool mouseRightButtonPressed; void Start() { var map = new InputActionMap("Simple Camera Controller"); lookAction = map.AddAction("look", binding: "/delta"); movementAction = map.AddAction("move", binding: "/leftStick"); verticalMovementAction = map.AddAction("Vertical Movement"); boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll"); lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)"); movementAction.AddCompositeBinding("Dpad") .With("Up", "/w") .With("Up", "/upArrow") .With("Down", "/s") .With("Down", "/downArrow") .With("Left", "/a") .With("Left", "/leftArrow") .With("Right", "/d") .With("Right", "/rightArrow"); verticalMovementAction.AddCompositeBinding("Dpad") .With("Up", "/pageUp") .With("Down", "/pageDown") .With("Up", "/e") .With("Down", "/q") .With("Up", "/rightshoulder") .With("Down", "/leftshoulder"); boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)"); movementAction.Enable(); lookAction.Enable(); verticalMovementAction.Enable(); boostFactorAction.Enable(); } #endif void OnEnable() { m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); } Vector3 GetInputTranslationDirection() { Vector3 direction = Vector3.zero; #if ENABLE_INPUT_SYSTEM var moveDelta = movementAction.ReadValue(); direction.x = moveDelta.x; direction.z = moveDelta.y; direction.y = verticalMovementAction.ReadValue().y; #else if (Input.GetKey(KeyCode.W)) { direction += Vector3.forward; } if (Input.GetKey(KeyCode.S)) { direction += Vector3.back; } if (Input.GetKey(KeyCode.A)) { direction += Vector3.left; } if (Input.GetKey(KeyCode.D)) { direction += Vector3.right; } if (Input.GetKey(KeyCode.Q)) { direction += Vector3.down; } if (Input.GetKey(KeyCode.E)) { direction += Vector3.up; } #endif return direction; } void Update() { // Exit Sample if (IsEscapePressed()) { Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } // Hide and lock cursor when right mouse button pressed if (IsRightMouseButtonDown()) { Cursor.lockState = CursorLockMode.Locked; } // Unlock and show cursor when right mouse button released if (IsRightMouseButtonUp()) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // Rotation if (IsCameraRotationAllowed()) { var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5; if (invertY) mouseMovement.y = -mouseMovement.y; var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation var translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held if (IsBoostPressed()) { translation *= 10.0f; } // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) boost += GetBoostFactor(); translation *= Mathf.Pow(2.0f, boost); m_TargetCameraState.Translate(translation); // Framerate-independent interpolation // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); } float GetBoostFactor() { #if ENABLE_INPUT_SYSTEM return boostFactorAction.ReadValue().y * 0.01f; #else return Input.mouseScrollDelta.y * 0.2f; #endif } Vector2 GetInputLookRotation() { #if ENABLE_INPUT_SYSTEM return lookAction.ReadValue(); #else return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10; #endif } bool IsBoostPressed() { #if ENABLE_INPUT_SYSTEM bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false; boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false; return boost; #else return Input.GetKey(KeyCode.LeftShift); #endif } bool IsEscapePressed() { #if ENABLE_INPUT_SYSTEM return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false; #else return Input.GetKey(KeyCode.Escape); #endif } bool IsCameraRotationAllowed() { #if ENABLE_INPUT_SYSTEM bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false; canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false; return canRotate; #else return Input.GetMouseButton(1); #endif } bool IsRightMouseButtonDown() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null ? Mouse.current.rightButton.isPressed : false; #else return Input.GetMouseButtonDown(1); #endif } bool IsRightMouseButtonUp() { #if ENABLE_INPUT_SYSTEM return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false; #else return Input.GetMouseButtonUp(1); #endif } } }