feat: lock-on added, rotation reworked

This commit is contained in:
Chris
2025-07-08 19:26:09 -04:00
parent 94c5a72049
commit 236f9ea5df
6 changed files with 236 additions and 181 deletions

View File

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