Files
Ipseity-Demo/Assets/_Content/Scripts/Features/Player/Runtime/Camera/DollyZoomEffect.cs
T

135 lines
7.2 KiB
C#

using UnityEngine;
using Unheimlich.Features.Player;
namespace Unheimlich.World.HouseOfLeaves
{
/// <summary>
/// Simulates a Dolly Zoom (Vertigo effect) by applying a speed-driven additive FOV offset
/// on top of the base FOV already written by <see cref="HouseOfLeavesController"/> and
/// <see cref="CameraEffects"/> earlier in the frame.
///
/// Runs in <c>LateUpdate</c> — after both <see cref="HouseOfLeavesController.Update"/> and
/// <see cref="CameraEffects.Update"/> — so it always layers on top of the final written value.
/// Subtracts the previous frame's offset before adding the new one to avoid compounding.
///
/// The faster the player moves, the more the FOV pinches inward,
/// compressing the perceived corridor space and amplifying claustrophobia.
/// </summary>
public class DollyZoomEffect : MonoBehaviour
{
// ─────────────────────────────────────────────────────────────────────────
// Serialized Fields
// ─────────────────────────────────────────────────────────────────────────
[Header("Effect")]
[Tooltip("Enable or disable the effect at runtime.")]
[SerializeField] private bool _isEnabled = true;
[Tooltip("Maximum negative FOV offset at full speed (degrees). " +
"Negative value pinches the FOV inward.")]
[SerializeField] private float _maxFovOffset = -15f;
[Tooltip("Walk speed (km/h) at which the effect starts fading in.")]
[SerializeField] private float _speedThreshold = 12f;
[Tooltip("Walk speed (km/h) at which the effect reaches its maximum.")]
[SerializeField] private float _maxSpeedForEffect = 22f;
[Tooltip("Lerp speed for the FOV offset transitions.")]
[SerializeField] private float _smoothSpeed = 3f;
[Header("Pulse (optional)")]
[Tooltip("Adds a subtle sinusoidal oscillation to the FOV offset for extra unease.")]
[SerializeField] private bool _enablePulse;
[Tooltip("Amplitude of the pulse oscillation (degrees).")]
[SerializeField] private float _pulseAmplitude = 1.5f;
[Tooltip("Frequency of the pulse oscillation (Hz).")]
[SerializeField] private float _pulseFrequency = 0.4f;
// ─────────────────────────────────────────────────────────────────────────
// Private Fields
// ─────────────────────────────────────────────────────────────────────────
private Camera _playerCamera;
private float _currentFovOffset;
private bool _isInitialized;
private float _previousFovOffset;
// ─────────────────────────────────────────────────────────────────────────
// Unity Messages
// ─────────────────────────────────────────────────────────────────────────
private void Start()
{
if (PlayerController.Instance?.PlayerCamera == null)
{
Debug.LogError("[DollyZoomEffect] PlayerCamera could not be resolved.");
return;
}
_playerCamera = PlayerController.Instance.PlayerCamera;
_isInitialized = true;
}
// LateUpdate ensures this runs after HouseOfLeavesController and CameraEffects
// have both written their FOV values in Update.
private void LateUpdate()
{
if (!_isInitialized || !_isEnabled) return;
TickDollyZoom();
}
// ─────────────────────────────────────────────────────────────────────────
// Tick
// ─────────────────────────────────────────────────────────────────────────
/// <summary>
/// Computes the speed-driven FOV delta and applies it additively on top of
/// the current <c>fieldOfView</c>. Strips the previous frame's offset first
/// to avoid compounding the delta across frames.
/// </summary>
// Dans DollyZoomEffect, stocker le FOV base séparément
private void TickDollyZoom()
{
float speedKmh = GetHorizontalSpeedKmh();
float speedT = Mathf.Clamp01(
(speedKmh - _speedThreshold) / Mathf.Max(0.01f, _maxSpeedForEffect - _speedThreshold)
);
float targetOffset = _maxFovOffset * speedT;
if (_enablePulse && speedT > 0.01f)
targetOffset += Mathf.Sin(Time.time * _pulseFrequency * Mathf.PI * 2f) * _pulseAmplitude * speedT;
_currentFovOffset = Mathf.Lerp(_currentFovOffset, targetOffset, Time.deltaTime * _smoothSpeed);
_playerCamera.fieldOfView += _currentFovOffset - _previousFovOffset;
_previousFovOffset = _currentFovOffset;
}
// ─────────────────────────────────────────────────────────────────────────
// Helpers
// ─────────────────────────────────────────────────────────────────────────
private float GetHorizontalSpeedKmh()
{
CharacterController charController = PlayerController.Instance?.CharController;
if (charController == null) return 0f;
Vector3 horizontalVelocity = charController.velocity;
horizontalVelocity.y = 0f;
return horizontalVelocity.magnitude * 3.6f;
}
// ─────────────────────────────────────────────────────────────────────────
// Public API
// ─────────────────────────────────────────────────────────────────────────
public void SetEnabled(bool value) => _isEnabled = value;
}
}