Add detective board

This commit is contained in:
2026-02-10 03:00:41 +01:00
parent d4a728a150
commit b172762d4f
51 changed files with 1502 additions and 92 deletions
@@ -2,6 +2,7 @@ using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Data.CameraSettings;
using PlayerInput = Unheimlich.Managers.PlayerInputManager;
namespace Unheimlich.Gameplay.CameraControl
{
@@ -18,9 +19,6 @@ namespace Unheimlich.Gameplay.CameraControl
[Header("Settings")]
[SerializeField] private CameraPanSettings _settings;
[Header("Input Actions")]
[SerializeField] private InputActionReference _lookAction;
private Vector2 _originalCameraRotation;
private Vector3 _originalCameraLocalPosition;
private Vector3 _originalPlayerPosition;
@@ -29,7 +27,6 @@ namespace Unheimlich.Gameplay.CameraControl
private Coroutine _alignmentCoroutine;
private Coroutine _returnCoroutine;
private float _timeSinceLastInput;
private const float INPUT_IDLE_THRESHOLD = 0.1f;
public bool IsPanning { get; private set; }
@@ -99,9 +96,10 @@ namespace Unheimlich.Gameplay.CameraControl
float panY = 0f;
bool hasInput = false;
if (_lookAction != null && _lookAction.action != null)
var lookAction = PlayerInput.GetLookAction();
if (lookAction != null)
{
Vector2 lookInput = _lookAction.action.ReadValue<Vector2>();
Vector2 lookInput = lookAction.ReadValue<Vector2>();
if (lookInput.sqrMagnitude > 0.01f)
{
panX = lookInput.x;
@@ -150,29 +148,37 @@ namespace Unheimlich.Gameplay.CameraControl
_timeSinceLastInput += Time.deltaTime;
}
float targetYaw;
float targetPitch;
if (hasInput || _timeSinceLastInput < INPUT_IDLE_THRESHOLD)
{
targetYaw = _originalCameraRotation.x + panX * _settings.MaxPanAngle;
targetPitch = _originalCameraRotation.y - panY * _settings.MaxPanAngle;
}
else
{
targetYaw = _originalCameraRotation.x;
targetPitch = _originalCameraRotation.y;
}
targetYaw = Mathf.Clamp(targetYaw, _originalCameraRotation.x - _settings.MaxPanAngle, _originalCameraRotation.x + _settings.MaxPanAngle);
targetPitch = Mathf.Clamp(targetPitch, _originalCameraRotation.y - _settings.MaxPanAngle, _originalCameraRotation.y + _settings.MaxPanAngle);
float currentYaw = _playerTransform.eulerAngles.y;
float currentPitch = _camera.transform.localEulerAngles.x;
if (currentPitch > 180f)
currentPitch -= 360f;
float lerpSpeed = hasInput ? _settings.PanSpeed : _settings.PanSpeed * 2f;
float targetYaw;
float targetPitch;
float lerpSpeed;
bool shouldRecenter = _settings.EnableRecentering && _timeSinceLastInput >= _settings.RecenterDelay;
if (hasInput)
{
targetYaw = _originalCameraRotation.x + panX * _settings.MaxPanAngle;
targetPitch = _originalCameraRotation.y - panY * _settings.MaxPanAngle;
targetYaw = Mathf.Clamp(targetYaw, _originalCameraRotation.x - _settings.MaxPanAngle, _originalCameraRotation.x + _settings.MaxPanAngle);
targetPitch = Mathf.Clamp(targetPitch, _originalCameraRotation.y - _settings.MaxPanAngle, _originalCameraRotation.y + _settings.MaxPanAngle);
lerpSpeed = _settings.PanSpeed;
}
else if (shouldRecenter)
{
targetYaw = _originalCameraRotation.x;
targetPitch = _originalCameraRotation.y;
lerpSpeed = _settings.RecenterSpeed;
}
else
{
targetYaw = currentYaw;
targetPitch = currentPitch;
lerpSpeed = 0f;
}
float newYaw = Mathf.LerpAngle(currentYaw, targetYaw, Time.deltaTime * lerpSpeed);
float newPitch = Mathf.LerpAngle(currentPitch, targetPitch, Time.deltaTime * lerpSpeed);