feat: lock-on added, rotation reworked
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@@ -10,24 +10,36 @@ using Vector2 = UnityEngine.Vector2;
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using Vector3 = UnityEngine.Vector3;
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public class LockOnManager : MonoBehaviour{
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[ShowInInspector]
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public UIDocument lockOnDocument;
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public GameObject lockOnTarget;
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private CinemachineTargetGroup.Target playerTarget;
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// Lock On settings
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[Space(5)]
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public float lockOnRange = 40f;
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public float lockOnMaxAngle = 70f;
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// Lock On Tracking
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[Space(10)] public GameObject lockonGameObject; // Needed because nulling the Target below doesn't actually empty it out
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[ReadOnly] public CinemachineTargetGroup.Target lockonTarget;
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public CinemachineTargetGroup targetGroup;
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public CinemachineOrbitalFollow cmOrbitalFollow;
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public float lockOnRange;
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[Space(5)]
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public List<GameObject> lockOnTargets = new List<GameObject>();
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// UI
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[ShowInInspector]
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public UIDocument lockOnDocument;
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private Label elementLabelName;
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private VisualElement elementRoot;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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if (lockOnTarget && lockOnTarget.GetComponent<ILockOnTarget>() == null) {
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Debug.LogError($"Game Object {lockOnTarget.name} does not implement the ILockOnTarget interface. Not processing lock-on actions!");
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void Start(){
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// Save the player target object to track later
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playerTarget = targetGroup.Targets[0];
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// Quick check for things in lock-on target that aren't lock-onable
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if (lockonGameObject != null && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
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Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
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}
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elementRoot = lockOnDocument.rootVisualElement.Query<VisualElement>("LockOnGroup");
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@@ -47,17 +59,29 @@ public class LockOnManager : MonoBehaviour{
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}
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void Update(){
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if (targetGroup.Targets.Count > 1){
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targetGroup.Targets[1].Weight = Mathf.Lerp(targetGroup.Targets[1].Weight, .15f, 5f * Time.deltaTime);
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if (lockonGameObject && lockonTarget.Object.GetComponent<ILockOnTarget>() == null) {
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Debug.LogError($"Game Object {lockonTarget.Object.name} does not implement the ILockOnTarget interface!");
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}
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// Find the current lock-on target and increase it's weight to the .15f max slowly
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// They start at 0 weight when the lock-on adds them to the group
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if (lockonGameObject) {
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CinemachineTargetGroup.Target currentTarget = targetGroup.Targets.Find(target => target == lockonTarget);
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currentTarget.Weight = Mathf.MoveTowards(currentTarget.Weight, .15f, .5f * Time.deltaTime);
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}
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for (int i = 2; i < targetGroup.Targets.Count; i++) {
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// If a target is not the current lock on target, lower their targeting weight. When low enough to not cause a sharp jitter, remove them.
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for (int i = 1; i < targetGroup.Targets.Count; i++) {
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if (targetGroup.Targets[i] == lockonTarget || targetGroup.Targets[i] == playerTarget){
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continue;
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}
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if (targetGroup.Targets[i].Weight < 0.001f) {
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StartCoroutine(RemoveFromTargetAtFrameEnd(targetGroup.Targets[i]));
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continue;
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}
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targetGroup.Targets[i].Weight = Mathf.Lerp(targetGroup.Targets[i].Weight, 0f, 8f * Time.deltaTime);
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targetGroup.Targets[i].Weight = Mathf.MoveTowards(targetGroup.Targets[i].Weight, 0f, 1f * Time.deltaTime);
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}
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}
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@@ -67,91 +91,92 @@ public class LockOnManager : MonoBehaviour{
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}
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public void ChangeLockOnTarget(){
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if (!lockOnTarget) {
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// If there is no target, simply find the closest to the center of the camera
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GameObject mostForwardGameObject = null;
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float mostForwardAngle = Mathf.Infinity;
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foreach (GameObject target in lockOnTargets) {
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// Skip targets behind walls
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if (!Physics.Raycast(Camera.main.transform.position, Camera.main.transform.position - target.transform.position)) {
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continue;
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}
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Vector3 dirToTarget = target.transform.position - Camera.main.transform.position;
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float angleToTarget = Vector3.Angle(Camera.main.transform.forward, dirToTarget);
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// Set the new target to closest to screen
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if (angleToTarget < mostForwardAngle) {
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mostForwardAngle = angleToTarget;
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mostForwardGameObject = target;
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}
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Transform cameraTransform = Camera.main.transform;
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// If there is no target, simply find the closest to the center of the camera
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GameObject closestTarget = null;
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float lowestDistanceToCenter = Mathf.Infinity;
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foreach (GameObject target in lockOnTargets) {
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// Skip the current target if one exists
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if (lockonGameObject != null && lockonTarget.Object.gameObject == target) {
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continue;
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}
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// Set the winner to the new target
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lockOnTarget = mostForwardGameObject;
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targetGroup.Targets.Insert(1, new CinemachineTargetGroup.Target{
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Object = mostForwardGameObject.transform,
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Radius = 1f,
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Weight = 0f
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});
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} else {
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// Set it to either the next in the list or the first, if there already is a target
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int desiredIndex;
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if (lockOnTargets.IndexOf(lockOnTarget) == lockOnTargets.Count - 1) {
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desiredIndex = 0;
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} else {
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desiredIndex = lockOnTargets.IndexOf(lockOnTarget) + 1;
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// Skip targets currently behind objects.
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Physics.Raycast(cameraTransform.position,
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cameraTransform.position.DirectionTo(target.transform.position), out RaycastHit hit);
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if (hit.transform != target.transform) {
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continue;
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}
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// Skip targets outside lock on angle
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float angleFromCameraForward = Vector3.Angle(cameraTransform.forward, cameraTransform.position.DirectionTo(target.transform.position));
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if (angleFromCameraForward > lockOnMaxAngle) {
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continue;
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}
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// Find how close this target is from the center of the screen
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Vector3 targetScreenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
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float distanceFromScreenCenter = targetScreenPoint.Flatten(null, null, 0f).magnitude - new Vector3(Screen.width, Screen.height, 0f).magnitude / 2f;
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distanceFromScreenCenter = Mathf.Abs(distanceFromScreenCenter);
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// Debug.Log($"{target.name}: {distanceFromScreenCenter} pixels, {angleFromCameraForward} degrees");
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// Set the new target to closest to screen
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if (distanceFromScreenCenter < lowestDistanceToCenter) {
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lowestDistanceToCenter = distanceFromScreenCenter;
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closestTarget = target;
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}
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lockOnTarget = lockOnTargets[desiredIndex];
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targetGroup.Targets.Insert(1, new CinemachineTargetGroup.Target{
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Object = lockOnTargets[desiredIndex].transform,
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Radius = 1f,
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Weight = 0f
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});
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}
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// Catch exception from nothing being found
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if (!closestTarget) {
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Debug.LogWarning("Lock-on attempted, but no lock on target was found viable.");
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return;
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}
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// Create a new Target for the Target Group
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var newTarget = new CinemachineTargetGroup.Target{
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Object = closestTarget.transform,
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Radius = 1f,
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Weight = 0f
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};
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// Set the new target variables
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lockonTarget = newTarget;
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lockonGameObject = closestTarget.gameObject;
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targetGroup.Targets.Add(newTarget);
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}
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public void RemoveLockOnTarget(){
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lockOnTarget = null;
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cmOrbitalFollow.HorizontalAxis.Center = transform.rotation.eulerAngles.y;
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cmOrbitalFollow.HorizontalAxis.TriggerRecentering();
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}
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void UpdateLockOnUI(){
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lockonTarget = null;
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lockonGameObject = null;
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}
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void LateUpdate(){
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if (lockOnTarget) {
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if (lockOnTarget.GetComponent<ILockOnTarget>() != null) {
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// This is just test logic to get an image above a lock on.
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// TODO: Replace with something less silly
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Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
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lockOnDocument.rootVisualElement.panel,
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lockOnTarget.GetComponent<ILockOnTarget>().GetReticlePosition(),
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Camera.main.GetComponent<Camera>()
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);
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if (lockonGameObject) {
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// This is just test logic to get an image above a lock on.
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// TODO: Replace with something less silly
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Vector2 screenPos = RuntimePanelUtils.CameraTransformWorldToPanel(
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lockOnDocument.rootVisualElement.panel,
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lockonTarget.Object.GetComponent<ILockOnTarget>().GetReticlePosition(),
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Camera.main
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);
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// Set name
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elementLabelName.text = lockOnTarget.name;
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// Set name
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elementLabelName.text = lockonTarget.Object.name;
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// Set position (add the width/height of the element)
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elementRoot.style.top = new StyleLength(screenPos.y - elementRoot.resolvedStyle.height * .7f);
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elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
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// Set position (add the width/height of the element)
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elementRoot.style.top = new StyleLength(screenPos.y - 25f); // Was elementRoot.resolvedStyle.height * .7f
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elementRoot.style.left = new StyleLength(screenPos.x - elementRoot.resolvedStyle.width / 2f);
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// Set enabled
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elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
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} else {
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elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
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}
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// Set enabled
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elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.Flex);
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} else {
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elementRoot.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
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}
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}
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}
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