added: axis enabled and gain settings to camera settings processor

This commit is contained in:
Chris
2025-08-05 16:38:59 -04:00
parent 64fe9eb811
commit 5165f79ed2
3 changed files with 125 additions and 9 deletions

View File

@@ -32,6 +32,12 @@ public struct CameraSettingValues{
public CameraSettingSingleValue<Vector3> orbitPositionDamping;
public CameraSettingSingleValue<Vector3> orbitTargetOffset;
public CameraSettingSingleValue<bool> axisLookEnabledX;
public CameraSettingSingleValue<bool> axisLookEnabledY;
public CameraSettingSingleValue<float> axisLookGainX;
public CameraSettingSingleValue<float> axisLookGainY;
public CameraSettingSingleValue<float> orbitFollowTopHeight;
public CameraSettingSingleValue<float> orbitFollowTopRadius;
public CameraSettingSingleValue<float> orbitFollowCenterHeight;
@@ -48,6 +54,12 @@ public struct CameraSettingValues{
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
orbitTargetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing);
axisLookEnabledX = new CameraSettingSingleValue<bool>();
axisLookEnabledY = new CameraSettingSingleValue<bool>();
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing);
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing);
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing);
@@ -72,6 +84,7 @@ public class CameraSettingsProcessor : MonoBehaviour{
private CinemachineOrbitalFollow orbit;
private CinemachineRotationComposer rotComp;
private CinemachineCameraOffset offset;
private CinemachineInputAxisController axisCont;
public void Awake(){
// Singleton management
@@ -87,11 +100,16 @@ public class CameraSettingsProcessor : MonoBehaviour{
orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>();
rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
offset = mainCamera.GetComponent<CinemachineCameraOffset>();
axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
// Initialize camera settings values
values = new CameraSettingValues{
cameraOffsetOffset = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, offset.Offset),
mainFieldOfView = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, main.Lens.FieldOfView),
axisLookEnabledX = new CameraSettingSingleValue<bool>(0f, axisCont.Controllers[0].Enabled),
axisLookEnabledY = new CameraSettingSingleValue<bool>(0f, axisCont.Controllers[1].Enabled),
axisLookGainX = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[0].Input.Gain),
axisLookGainY = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, axisCont.Controllers[1].Input.Gain),
orbitPositionDamping = new CameraSettingSingleValue<Vector3>(defaultSmoothing: .2f, orbit.TrackerSettings.PositionDamping),
orbitFollowTopHeight = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Height),
orbitFollowTopRadius = new CameraSettingSingleValue<float>(defaultSmoothing: .2f, orbit.Orbits.Top.Radius),
@@ -107,6 +125,18 @@ public class CameraSettingsProcessor : MonoBehaviour{
main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
values.mainFieldOfView.targetValue, ref values.mainFieldOfView.velocityRef,
values.mainFieldOfView.smoothing);
axisCont.Controllers[0].Enabled = values.axisLookEnabledX.targetValue;
axisCont.Controllers[1].Enabled = values.axisLookEnabledY.targetValue;
axisCont.Controllers[0].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
values.axisLookGainX.targetValue, ref values.axisLookGainX.velocityRef,
values.axisLookGainX.smoothing);
axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
values.axisLookGainY.targetValue, ref values.axisLookGainY.velocityRef,
values.axisLookGainY.smoothing);
orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
values.orbitTargetOffset.targetValue, ref values.orbitTargetOffset.velocityRefV3,
@@ -147,6 +177,8 @@ public class CameraSettingsProcessor : MonoBehaviour{
offset.Offset = Vector3.SmoothDamp(offset.Offset,
values.cameraOffsetOffset.targetValue, ref values.cameraOffsetOffset.velocityRefV3,
values.cameraOffsetOffset.smoothing);
}
void Update(){