using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Data.CameraSettings;
using Unheimlich.Gameplay.Player;
using InputManager = Unheimlich.Managers.InputManager;
namespace Unheimlich.Gameplay.CameraControl
{
///
/// Handles camera panning and player/camera alignment to targets.
///
public class CameraPanController : MonoBehaviour
{
[Header("Default Settings")]
[SerializeField] private CameraPanSettings _defaultSettings;
private CameraPanSettings _settings;
private UnityEngine.Camera _camera;
private Transform _playerTransform;
private Vector2 _originalCameraRotation;
private Vector3 _originalCameraLocalPosition;
private Vector3 _originalPlayerPosition;
private Vector3 _originalPlayerRotation;
private Vector3 _originalCameraLocalRotation;
private Coroutine _alignmentCoroutine;
private Coroutine _returnCoroutine;
private float _timeSinceLastInput;
private float _targetYaw;
private float _targetPitch;
private float _currentYaw;
private float _currentPitch;
private float _lerpSpeed;
private bool _needsUpdate;
private CameraPanMode _mode = CameraPanMode.Pan;
private Vector2 _lastMousePosition;
public bool IsPanning { get; private set; }
public CameraPanMode Mode => _mode;
public CameraPanSettings Settings
{
get => _settings;
set => _settings = value;
}
private void Awake()
{
// Defer initialization if PlayerController not ready
if (PlayerController.Instance != null)
{
_camera = PlayerController.Instance.PlayerCamera;
_playerTransform = PlayerController.Instance.transform;
}
if (_defaultSettings != null)
_settings = _defaultSettings;
}
private void Start()
{
// Retry if not initialized in Awake
if (_camera == null && PlayerController.Instance != null)
{
_camera = PlayerController.Instance.PlayerCamera;
_playerTransform = PlayerController.Instance.transform;
}
if (_camera != null)
{
_originalCameraLocalPosition = _camera.transform.localPosition;
_originalCameraLocalRotation = _camera.transform.localEulerAngles;
}
if (_playerTransform != null)
_originalPlayerPosition = _playerTransform.position;
_originalPlayerRotation = _playerTransform.eulerAngles;
if (_settings == null && _defaultSettings != null)
_settings = _defaultSettings;
}
private void LateUpdate()
{
if (IsPanning && _needsUpdate)
{
if (_mode == CameraPanMode.FreeLook)
{
float normalizedYaw = Mathf.Repeat(_currentYaw, 360f);
float normalizedPitch = _currentPitch;
_playerTransform.eulerAngles = new Vector3(0f, normalizedYaw, 0f);
_camera.transform.localEulerAngles = new Vector3(normalizedPitch, 0f, 0f);
}
else
{
_currentYaw = Mathf.LerpAngle(_currentYaw, _targetYaw, Time.deltaTime * _lerpSpeed);
_currentPitch = Mathf.LerpAngle(_currentPitch, _targetPitch, Time.deltaTime * _lerpSpeed);
float normalizedYaw = Mathf.Repeat(_currentYaw, 360f);
float normalizedPitch = _currentPitch;
_playerTransform.eulerAngles = new Vector3(0f, normalizedYaw, 0f);
_camera.transform.localEulerAngles = new Vector3(normalizedPitch, 0f, 0f);
}
}
}
///
/// Starts camera pan mode. The mode (Pan or FreeLook) is determined by the current settings.
///
public void StartPan()
{
if (_settings == null)
{
Debug.LogError("[CameraPanController] Settings not assigned!");
return;
}
IsPanning = true;
_mode = _settings.PanMode;
_timeSinceLastInput = 0f;
if (Mouse.current != null)
_lastMousePosition = Mouse.current.position.ReadValue();
float currentPitch = _camera.transform.localEulerAngles.x;
if (currentPitch > 180f)
currentPitch -= 360f;
float currentYaw = _playerTransform.eulerAngles.y;
if (currentYaw > 180f)
currentYaw -= 360f;
_originalCameraRotation = new Vector2(currentYaw, currentPitch);
_currentYaw = currentYaw;
_currentPitch = currentPitch;
_targetYaw = currentYaw;
_targetPitch = currentPitch;
_needsUpdate = false;
}
public void StopPan()
{
IsPanning = false;
}
///
/// Updates camera pan based on input (gamepad or mouse).
/// Call this from Update when pan is active.
///
public void UpdatePan()
{
if (!IsPanning || _camera == null || _settings == null)
return;
if (_mode == CameraPanMode.FreeLook)
{
UpdateFreeLook();
}
else
{
UpdatePanMode();
}
}
private void UpdateFreeLook()
{
float lookX = 0f;
float lookY = 0f;
bool hasInput = false;
var lookAction = InputManager.GetLookAction();
if (lookAction != null)
{
Vector2 lookInput = lookAction.ReadValue();
if (lookInput.sqrMagnitude > 0.01f)
{
lookX = lookInput.x;
lookY = lookInput.y;
hasInput = true;
}
}
if (hasInput)
{
float sensitivity = _settings.PanSpeed * 0.1f;
_currentYaw += lookX * sensitivity;
_currentPitch -= lookY * sensitivity;
_currentYaw = Mathf.Clamp(_currentYaw, _originalCameraRotation.x - _settings.MaxPanAngleX, _originalCameraRotation.x + _settings.MaxPanAngleX);
_currentPitch = Mathf.Clamp(_currentPitch, _originalCameraRotation.y - _settings.MaxPanAngleY, _originalCameraRotation.y + _settings.MaxPanAngleY);
_needsUpdate = true;
}
}
private void UpdatePanMode()
{
if (!IsPanning || _camera == null || _settings == null)
return;
float panX = 0f;
float panY = 0f;
bool hasInput = false;
var lookAction = InputManager.GetLookAction();
if (lookAction != null)
{
Vector2 lookInput = lookAction.ReadValue();
if (lookInput.sqrMagnitude > 0.01f)
{
panX = lookInput.x;
panY = lookInput.y;
hasInput = true;
}
}
if (!hasInput && Mouse.current != null)
{
Vector2 mousePos = Mouse.current.position.ReadValue();
bool mouseHasMoved = Vector2.Distance(mousePos, _lastMousePosition) > 0.1f;
_lastMousePosition = mousePos;
if (mouseHasMoved)
{
float screenWidth = Screen.width;
float screenHeight = Screen.height;
float borderPixels = _settings.PanBorderSize * Mathf.Min(screenWidth, screenHeight);
if (mousePos.x < borderPixels)
{
panX = -(borderPixels - mousePos.x) / borderPixels;
hasInput = true;
}
else if (mousePos.x > screenWidth - borderPixels)
{
panX = (mousePos.x - (screenWidth - borderPixels)) / borderPixels;
hasInput = true;
}
if (mousePos.y < borderPixels)
{
panY = -(borderPixels - mousePos.y) / borderPixels;
hasInput = true;
}
else if (mousePos.y > screenHeight - borderPixels)
{
panY = (mousePos.y - (screenHeight - borderPixels)) / borderPixels;
hasInput = true;
}
}
}
if (hasInput)
{
_timeSinceLastInput = 0f;
}
else
{
_timeSinceLastInput += Time.deltaTime;
}
bool shouldRecenter = _settings.EnableRecentering && _timeSinceLastInput >= _settings.RecenterDelay;
if (hasInput)
{
_targetYaw = _originalCameraRotation.x + panX * _settings.MaxPanAngleX;
_targetPitch = _originalCameraRotation.y - panY * _settings.MaxPanAngleY;
_targetYaw = Mathf.Clamp(_targetYaw, _originalCameraRotation.x - _settings.MaxPanAngleX, _originalCameraRotation.x + _settings.MaxPanAngleX);
_targetPitch = Mathf.Clamp(_targetPitch, _originalCameraRotation.y - _settings.MaxPanAngleY, _originalCameraRotation.y + _settings.MaxPanAngleY);
_lerpSpeed = _settings.PanSpeed;
_needsUpdate = true;
}
else if (shouldRecenter)
{
_targetYaw = _originalCameraRotation.x;
_targetPitch = _originalCameraRotation.y;
_lerpSpeed = _settings.RecenterSpeed;
_needsUpdate = true;
}
else if (_needsUpdate)
{
float yawDiff = Mathf.Abs(Mathf.DeltaAngle(_currentYaw, _targetYaw));
float pitchDiff = Mathf.Abs(Mathf.DeltaAngle(_currentPitch, _targetPitch));
if (yawDiff < 0.01f && pitchDiff < 0.01f)
{
_needsUpdate = false;
}
}
}
///
/// Aligns the player and camera to the target object.
/// - Player moves to a fixed distance in front of the target
/// - Player rotates to face the target
/// - Camera pitch adjusts to look at target center
///
public void AlignToTarget(Transform target, System.Action onComplete = null)
{
if (_alignmentCoroutine != null)
StopCoroutine(_alignmentCoroutine);
_alignmentCoroutine = StartCoroutine(AlignCameraToTargetCoroutine(target, onComplete));
}
///
/// Returns player and camera to original position and rotation.
///
public void ReturnToOriginalPosition(System.Action onComplete = null)
{
if (_returnCoroutine != null)
StopCoroutine(_returnCoroutine);
_returnCoroutine = StartCoroutine(ReturnToOriginalPositionCoroutine(onComplete));
}
///
/// Saves current player and camera state as the original position.
/// Call this before starting alignment.
///
public void SaveOriginalState()
{
if (_camera != null)
{
_originalCameraLocalPosition = _camera.transform.localPosition;
_originalCameraLocalRotation = _camera.transform.localEulerAngles;
}
_originalPlayerPosition = _playerTransform.position;
_originalPlayerRotation = _playerTransform.eulerAngles;
}
private IEnumerator AlignCameraToTargetCoroutine(Transform target, System.Action onComplete)
{
if (_camera == null || target == null || _settings == null)
{
onComplete?.Invoke();
yield break;
}
SaveOriginalState();
Vector3 targetCenter = target.position;
Renderer targetRenderer = target.GetComponent();
if (targetRenderer != null)
{
targetCenter = targetRenderer.bounds.center;
}
else
{
Collider targetCollider = target.GetComponent();
if (targetCollider != null)
targetCenter = targetCollider.bounds.center;
}
Vector3 startPlayerPos = _playerTransform.position;
Vector3 startPlayerRotation = _playerTransform.eulerAngles;
Vector3 startCameraLocalRotation = _camera.transform.localEulerAngles;
float startPitch = startCameraLocalRotation.x;
if (startPitch > 180f)
startPitch -= 360f;
Vector3 targetForward = target.forward;
Vector3 targetPlayerPos = targetCenter - targetForward * _settings.FixedDistanceFromTarget;
targetPlayerPos.y = startPlayerPos.y;
float elapsed = 0f;
float duration = 1f / _settings.AlignmentSpeed;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = GetInterpolationValue(elapsed / duration);
Vector3 currentCameraPos = _camera.transform.position;
Vector3 toTarget = targetCenter - currentCameraPos;
Vector3 directionToTarget = toTarget.normalized;
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
float targetYaw = targetRotation.eulerAngles.y;
float targetPitch = -Mathf.Asin(directionToTarget.y) * Mathf.Rad2Deg;
Vector3 currentPlayerPos = Vector3.Lerp(startPlayerPos, targetPlayerPos, t);
_playerTransform.position = currentPlayerPos;
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, targetYaw, t);
_playerTransform.eulerAngles = new Vector3(0f, currentYaw, 0f);
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
_camera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
yield return null;
}
_alignmentCoroutine = null;
onComplete?.Invoke();
}
private IEnumerator ReturnToOriginalPositionCoroutine(System.Action onComplete)
{
if (_camera == null || _settings == null)
{
onComplete?.Invoke();
yield break;
}
Vector3 startPlayerPos = _playerTransform.position;
Vector3 startPlayerRotation = _playerTransform.eulerAngles;
Vector3 startCameraLocalPos = _camera.transform.localPosition;
Vector3 startCameraLocalRotation = _camera.transform.localEulerAngles;
float startPitch = startCameraLocalRotation.x;
if (startPitch > 180f)
startPitch -= 360f;
float targetPitch = _originalCameraLocalRotation.x;
if (targetPitch > 180f)
targetPitch -= 360f;
float elapsed = 0f;
float duration = 1f / _settings.AlignmentSpeed;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = GetInterpolationValue(elapsed / duration);
_playerTransform.position = Vector3.Lerp(startPlayerPos, _originalPlayerPosition, t);
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, _originalPlayerRotation.y, t);
_playerTransform.eulerAngles = new Vector3(0f, currentYaw, 0f);
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
_camera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
_camera.transform.localPosition = Vector3.Lerp(startCameraLocalPos, _originalCameraLocalPosition, t);
yield return null;
}
_playerTransform.position = _originalPlayerPosition;
_playerTransform.eulerAngles = _originalPlayerRotation;
_camera.transform.localPosition = _originalCameraLocalPosition;
_camera.transform.localEulerAngles = _originalCameraLocalRotation;
_returnCoroutine = null;
onComplete?.Invoke();
}
private float GetInterpolationValue(float t)
{
if (_settings.AlignmentCurve != null && _settings.AlignmentCurve.length > 0)
return _settings.AlignmentCurve.Evaluate(t);
if (_settings.UseSmoothStep)
return Mathf.SmoothStep(0f, 1f, t);
return t;
}
}
}