Files
Ipseity-Demo/Assets/Unheimlich_POC/Scripts/Gameplay/Camera/CameraPanController.cs
T
2026-02-10 03:00:41 +01:00

362 lines
14 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Data.CameraSettings;
using PlayerInput = Unheimlich.Managers.PlayerInputManager;
namespace Unheimlich.Gameplay.CameraControl
{
/// <summary>
/// Handles camera panning and player/camera alignment to targets.
/// Uses CameraPanSettings ScriptableObject for configuration.
/// </summary>
public class CameraPanController : MonoBehaviour
{
[Header("References")]
[SerializeField] private UnityEngine.Camera _camera;
[SerializeField] private Transform _playerTransform;
[Header("Settings")]
[SerializeField] private CameraPanSettings _settings;
private Vector2 _originalCameraRotation;
private Vector3 _originalCameraLocalPosition;
private Vector3 _originalPlayerPosition;
private Vector3 _originalPlayerRotation;
private Vector3 _originalCameraLocalRotation;
private Coroutine _alignmentCoroutine;
private Coroutine _returnCoroutine;
private float _timeSinceLastInput;
public bool IsPanning { get; private set; }
public CameraPanSettings Settings
{
get => _settings;
set => _settings = value;
}
private void Awake()
{
if (_camera == null)
_camera = UnityEngine.Camera.main;
if (_playerTransform == null)
_playerTransform = transform;
if (_camera != null)
{
_originalCameraLocalPosition = _camera.transform.localPosition;
_originalCameraLocalRotation = _camera.transform.localEulerAngles;
}
_originalPlayerPosition = _playerTransform.position;
_originalPlayerRotation = _playerTransform.eulerAngles;
}
/// <summary>
/// Starts camera pan mode.
/// </summary>
public void StartPan()
{
if (_settings == null)
{
Debug.LogError("[CameraPanController] Settings not assigned!");
return;
}
IsPanning = true;
_timeSinceLastInput = 0f;
float currentPitch = _camera.transform.localEulerAngles.x;
if (currentPitch > 180f)
currentPitch -= 360f;
_originalCameraRotation = new Vector2(_playerTransform.eulerAngles.y, currentPitch);
}
/// <summary>
/// Stops camera pan mode and returns to original state.
/// </summary>
public void StopPan()
{
IsPanning = false;
}
/// <summary>
/// Updates camera pan based on input (gamepad or mouse).
/// Call this from Update when pan is active.
/// </summary>
public void UpdatePan()
{
if (!IsPanning || _camera == null || _settings == null)
return;
float panX = 0f;
float panY = 0f;
bool hasInput = false;
var lookAction = PlayerInput.GetLookAction();
if (lookAction != null)
{
Vector2 lookInput = lookAction.ReadValue<Vector2>();
if (lookInput.sqrMagnitude > 0.01f)
{
panX = lookInput.x;
panY = lookInput.y;
hasInput = true;
}
}
if (!hasInput && Mouse.current != null)
{
Vector2 mousePos = Mouse.current.position.ReadValue();
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;
}
float currentYaw = _playerTransform.eulerAngles.y;
float currentPitch = _camera.transform.localEulerAngles.x;
if (currentPitch > 180f)
currentPitch -= 360f;
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);
_playerTransform.eulerAngles = new Vector3(0f, newYaw, 0f);
_camera.transform.localEulerAngles = new Vector3(newPitch, 0f, 0f);
}
/// <summary>
/// Aligns the player and camera to the target object.
/// - Player moves along target's local X axis to align with target center
/// - Player rotates to face the target
/// - Camera pitch adjusts to look at target center
/// </summary>
public void AlignToTarget(Transform target, System.Action onComplete = null)
{
if (_alignmentCoroutine != null)
StopCoroutine(_alignmentCoroutine);
_alignmentCoroutine = StartCoroutine(AlignCameraToTargetCoroutine(target, onComplete));
}
/// <summary>
/// Returns player and camera to original position and rotation.
/// </summary>
public void ReturnToOriginalPosition(System.Action onComplete = null)
{
if (_returnCoroutine != null)
StopCoroutine(_returnCoroutine);
_returnCoroutine = StartCoroutine(ReturnToOriginalPositionCoroutine(onComplete));
}
/// <summary>
/// Saves current player and camera state as the original position.
/// Call this before starting alignment.
/// </summary>
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<Renderer>();
if (targetRenderer != null)
{
targetCenter = targetRenderer.bounds.center;
}
else
{
Collider targetCollider = target.GetComponent<Collider>();
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;
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 targetRightAxis = target.right;
Vector3 playerToTargetCenter = targetCenter - _playerTransform.position;
float offsetAlongTargetRight = Vector3.Dot(playerToTargetCenter, targetRightAxis);
Vector3 targetPlayerPos = _playerTransform.position + targetRightAxis * offsetAlongTargetRight;
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;
}
}
}