200 lines
9.9 KiB
C#
200 lines
9.9 KiB
C#
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 struct SettingValue<T>{
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public T value;
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public float smoothing; // Smoothing changes how fast value is changed.
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public float easing; // Easing changes how fast smoothing is changed, when given a new value.
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public float currentSmoothing; // Actively eased and accessed value
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public float currentValue; // Actively smoothed and accessed value
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public T refVel; // For use with SmoothDamp
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public SettingValue(float defaultEasing = 2f, float defaultSmoothing = 1f){
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easing = defaultEasing;
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value = default;
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smoothing = defaultSmoothing;
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currentSmoothing = 0;
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currentValue = 0;
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refVel = default;
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}
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}
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public struct CameraSettingData : ICloneable{
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public SettingValue<float> mainFieldOfView;
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public SettingValue<Vector3> orbitPositionDamping;
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public SettingValue<Vector3> orbitTargetOffset;
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public SettingValue<bool> axisLookEnabledX;
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public SettingValue<bool> axisLookEnabledY;
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public SettingValue<float> axisLookGainX;
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public SettingValue<float> axisLookGainY;
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public SettingValue<float> orbitFollowTopHeight;
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public SettingValue<float> orbitFollowTopRadius;
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public SettingValue<float> orbitFollowCenterHeight;
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public SettingValue<float> orbitFollowCenterRadius;
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public SettingValue<float> orbitFollowBottomHeight;
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public SettingValue<float> orbitFollowBottomRadius;
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public SettingValue<Vector2> rotationComposerScreenPos;
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public SettingValue<Vector3> cameraOffsetOffset;
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public object Clone(){
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return MemberwiseClone();
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}
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}
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public class CameraSettingsProcessor : MonoBehaviour{
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public static CameraSettingsProcessor Instance{ get; private set; }
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[HideInInspector] public static CameraSettingData data;
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[HideInInspector] public static CameraSettingData original;
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[ShowInInspector] public static CameraSettingData smoothing;
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[ShowInInspector] public static CameraSettingData easing;
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[HideInInspector] public static CameraSettingData currentSmoothing;
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[HideInInspector] public static CameraSettingData currentValue;
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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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// Initialize camera settings values from current values
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data.mainFieldOfView.value = main.Lens.FieldOfView;
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data.orbitPositionDamping.value = orbit.TrackerSettings.PositionDamping;
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data.orbitTargetOffset.value = orbit.TargetOffset;
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data.axisLookEnabledX.value = axisCont.Controllers[0].Enabled;
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data.axisLookEnabledY.value = axisCont.Controllers[1].Enabled;
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data.axisLookGainX.value = axisCont.Controllers[0].Input.Gain;
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data.axisLookGainY.value = axisCont.Controllers[1].Input.Gain;
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data.orbitFollowTopHeight.value = orbit.Orbits.Top.Height;
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data.orbitFollowTopRadius.value = orbit.Orbits.Top.Radius;
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data.orbitFollowCenterHeight.value = orbit.Orbits.Center.Height;
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data.orbitFollowCenterRadius.value = orbit.Orbits.Center.Radius;
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data.orbitFollowBottomHeight.value = orbit.Orbits.Bottom.Height;
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data.orbitFollowBottomRadius.value = orbit.Orbits.Bottom.Radius;
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data.rotationComposerScreenPos.value = rotComp.Composition.ScreenPosition;
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data.cameraOffsetOffset.value = offset.Offset;
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// And copy to the original
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original = (CameraSettingData)data.Clone();
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}
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void Update(){
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EaseToNewSmoothingValues();
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ProcessCameraValues();
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}
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void EaseToNewSmoothingValues(){
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data.mainFieldOfView.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, data.mainFieldOfView.easing * Time.deltaTime);
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data.orbitPositionDamping.currentSmoothing = Mathf.MoveTowards(data.orbitPositionDamping.currentSmoothing, data.orbitPositionDamping.smoothing, easing.orbitPositionDamping.easing * Time.deltaTime);
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data.orbitTargetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.axisLookGainX.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.axisLookGainY.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowTopHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowTopRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowCenterHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowCenterRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowBottomHeight.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.orbitFollowBottomRadius.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.rotationComposerScreenPos.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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data.cameraOffsetOffset.currentSmoothing = Mathf.MoveTowards(data.mainFieldOfView.currentSmoothing, data.mainFieldOfView.smoothing, easing.mainFieldOfView.easing * Time.deltaTime);
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}
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void ProcessCameraValues(){
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main.Lens.FieldOfView = Mathf.SmoothDamp(main.Lens.FieldOfView,
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data.mainFieldOfView.value, ref data.mainFieldOfView.refVel,
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data.mainFieldOfView.smoothing);
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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 = Mathf.SmoothDamp(axisCont.Controllers[0].Input.Gain,
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data.axisLookGainX.value, ref data.axisLookGainX.refVel,
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data.axisLookGainX.smoothing);
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axisCont.Controllers[1].Input.Gain = Mathf.SmoothDamp(axisCont.Controllers[1].Input.Gain,
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data.axisLookGainY.value, ref data.axisLookGainY.refVel,
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data.axisLookGainY.smoothing);
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orbit.TargetOffset = Vector3.SmoothDamp(orbit.TargetOffset,
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data.orbitTargetOffset.value, ref data.orbitTargetOffset.refVel,
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data.orbitTargetOffset.smoothing);
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orbit.TrackerSettings.PositionDamping = Vector3.SmoothDamp(orbit.TrackerSettings.PositionDamping,
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data.orbitPositionDamping.value, ref data.orbitPositionDamping.refVel,
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data.orbitPositionDamping.smoothing);
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orbit.Orbits.Top.Height = Mathf.SmoothDamp(orbit.Orbits.Top.Height,
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data.orbitFollowTopHeight.value, ref data.orbitFollowTopHeight.refVel,
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data.orbitFollowTopHeight.smoothing);
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orbit.Orbits.Top.Radius = Mathf.SmoothDamp(orbit.Orbits.Top.Radius,
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data.orbitFollowTopRadius.value, ref data.orbitFollowTopRadius.refVel,
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data.orbitFollowTopRadius.smoothing);
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orbit.Orbits.Center.Height = Mathf.SmoothDamp(orbit.Orbits.Center.Height,
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data.orbitFollowCenterHeight.value, ref data.orbitFollowCenterHeight.refVel,
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data.orbitFollowCenterHeight.smoothing);
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orbit.Orbits.Center.Radius = Mathf.SmoothDamp(orbit.Orbits.Center.Radius,
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data.orbitFollowCenterRadius.value, ref data.orbitFollowCenterRadius.refVel,
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data.orbitFollowCenterRadius.smoothing);
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orbit.Orbits.Bottom.Height = Mathf.SmoothDamp(orbit.Orbits.Bottom.Height,
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data.orbitFollowBottomHeight.value, ref data.orbitFollowBottomHeight.refVel,
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data.orbitFollowBottomHeight.smoothing);
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orbit.Orbits.Bottom.Radius = Mathf.SmoothDamp(orbit.Orbits.Bottom.Radius,
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data.orbitFollowBottomRadius.value, ref data.orbitFollowBottomRadius.refVel,
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data.orbitFollowBottomRadius.smoothing);
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rotComp.Composition.ScreenPosition = Vector2.SmoothDamp(rotComp.Composition.ScreenPosition,
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data.rotationComposerScreenPos.value, ref data.rotationComposerScreenPos.refVel,
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data.rotationComposerScreenPos.smoothing);
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offset.Offset = Vector3.SmoothDamp(offset.Offset,
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data.cameraOffsetOffset.value, ref data.cameraOffsetOffset.refVel,
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data.cameraOffsetOffset.smoothing);
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}
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}
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