maint: renamed player folder to units to match namespaces. added unit class as well.
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114
Assets/Scripts/Units/CameraSettingsProcessor.cs
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114
Assets/Scripts/Units/CameraSettingsProcessor.cs
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using System;
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using Reset.Core;
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using Sirenix.OdinInspector;
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using Unity.Cinemachine;
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using UnityEngine;
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public class CameraSettingsProcessor : MonoBehaviour{
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public static CameraSettingsProcessor Instance{ get; private set; }
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[ShowInInspector, FoldoutGroup("Camera Data", expanded: true), InlineProperty, HideLabel]
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public CameraSettingData data;
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public static GameObject mainCamera;
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private CinemachineCamera main;
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private CinemachineOrbitalFollow orbit;
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private CinemachineRotationComposer rotComp;
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private CinemachineCameraOffset offset;
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private CinemachineInputAxisController axisCont;
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public void Awake(){
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// Singleton management
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if (Instance != null && Instance != this) {
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Destroy(this);
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} else {
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Instance = this;
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}
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// Set references for camera object and cinemachine components
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mainCamera = gameObject;
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main = mainCamera.GetComponent<CinemachineCamera>();
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orbit = mainCamera.GetComponent<CinemachineOrbitalFollow>();
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rotComp = mainCamera.GetComponent<CinemachineRotationComposer>();
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offset = mainCamera.GetComponent<CinemachineCameraOffset>();
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axisCont = mainCamera.GetComponent<CinemachineInputAxisController>();
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// Quick check for a camera settings
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if (data == null) {
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Debug.LogWarning("No Camera Settings Data was found on processing. One will be created. Is this intentional? This will have strong effects on camera movement");
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data = new CameraSettingData();
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}
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// Initialize camera settings values from current values
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InitializeAllSettings();
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}
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void Update(){
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SmoothCameraSettings();
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ApplyCameraSettings();
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}
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void SmoothCameraSettings(){
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var settings = data.GetAllSettings();
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for (int i = 0; i < settings.Count; i++) {
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settings[i].SmoothAndEase();
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}
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}
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// Responsible for actively applying the settings to the Cinemachine components
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void ApplyCameraSettings(){
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main.Lens.FieldOfView = data.mainFieldOfView.Value;
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axisCont.Controllers[0].Enabled = data.axisLookEnabledX.Value;
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axisCont.Controllers[1].Enabled = data.axisLookEnabledY.Value;
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axisCont.Controllers[0].Input.Gain = data.axisLookGainX.Value;
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axisCont.Controllers[1].Input.Gain = data.axisLookGainY.Value;
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orbit.TrackerSettings.PositionDamping = data.orbitPositionDamping.Value;
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orbit.TargetOffset = data.orbitTargetOffset.Value;
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orbit.Orbits.Top.Height = data.orbitFollowTopHeight.Value;
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orbit.Orbits.Top.Radius = data.orbitFollowTopRadius.Value;
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orbit.Orbits.Center.Height = data.orbitFollowCenterHeight.Value;
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orbit.Orbits.Center.Radius = data.orbitFollowCenterRadius.Value;
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orbit.Orbits.Bottom.Height = data.orbitFollowBottomHeight.Value;
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orbit.Orbits.Bottom.Radius = data.orbitFollowBottomRadius.Value;
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rotComp.Composition.ScreenPosition = data.rotationComposerScreenPos.Value;
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offset.Offset = data.cameraOffsetOffset.Value;
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}
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[Button]
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void InitializeAllSettings(){
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data.mainFieldOfView.targetValue = main.Lens.FieldOfView;
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data.orbitPositionDamping.targetValue = orbit.TrackerSettings.PositionDamping;
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data.orbitTargetOffset.targetValue = orbit.TargetOffset;
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data.axisLookEnabledX.targetValue = axisCont.Controllers[0].Enabled;
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data.axisLookEnabledY.targetValue = axisCont.Controllers[1].Enabled;
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data.axisLookGainX.targetValue = axisCont.Controllers[0].Input.Gain;
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data.axisLookGainY.targetValue = axisCont.Controllers[1].Input.Gain;
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data.orbitFollowTopHeight.targetValue = orbit.Orbits.Top.Height;
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data.orbitFollowTopRadius.targetValue = orbit.Orbits.Top.Radius;
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data.orbitFollowCenterHeight.targetValue = orbit.Orbits.Center.Height;
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data.orbitFollowCenterRadius.targetValue = orbit.Orbits.Center.Radius;
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data.orbitFollowBottomHeight.targetValue = orbit.Orbits.Bottom.Height;
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data.orbitFollowBottomRadius.targetValue = orbit.Orbits.Bottom.Radius;
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data.rotationComposerScreenPos.targetValue = rotComp.Composition.ScreenPosition;
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data.cameraOffsetOffset.targetValue = offset.Offset;
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var allSettings = data.GetAllSettings();
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for (int i = 0; i < allSettings.Count; i++) {
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allSettings[i].Initialize();
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allSettings[i].Verify();
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}
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}
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}
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