备份CatanBuilding瘦身独立工程
This commit is contained in:
@@ -0,0 +1,93 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace CW.Common
|
||||
{
|
||||
/// <summary>This component allows you to rotate the current GameObject using local Euler rotations, allowing you to create a typical FPS camera system, or orbital camera system.</summary>
|
||||
[HelpURL(CwShared.HelpUrlPrefix + "CwCameraPivot")]
|
||||
[AddComponentMenu(CwShared.ComponentMenuPrefix + "Camera Pivot")]
|
||||
public class CwCameraPivot : MonoBehaviour
|
||||
{
|
||||
/// <summary>Is this component currently listening for inputs?</summary>
|
||||
public bool Listen { set { listen = value; } get { return listen; } } [SerializeField] private bool listen = true;
|
||||
|
||||
/// <summary>How quickly the position transitions from the current to the target value (-1 = instant).</summary>
|
||||
public float Damping { set { damping = value; } get { return damping; } } [SerializeField] private float damping = 10.0f;
|
||||
|
||||
/// <summary>The keys/fingers required to pitch down/up.</summary>
|
||||
public CwInputManager.Axis PitchControls { set { pitchControls = value; } get { return pitchControls; } } [SerializeField] private CwInputManager.Axis pitchControls = new CwInputManager.Axis(1, true, CwInputManager.AxisGesture.VerticalDrag, -0.1f, KeyCode.None, KeyCode.None, KeyCode.None, KeyCode.None, 45.0f);
|
||||
|
||||
/// <summary>The keys/fingers required to yaw left/right.</summary>
|
||||
public CwInputManager.Axis YawControls { set { yawControls = value; } get { return yawControls; } } [SerializeField] private CwInputManager.Axis yawControls = new CwInputManager.Axis(1, true, CwInputManager.AxisGesture.HorizontalDrag, 0.1f, KeyCode.None, KeyCode.None, KeyCode.None, KeyCode.None, 45.0f);
|
||||
|
||||
[System.NonSerialized]
|
||||
private Vector3 remainingDelta;
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
CwInputManager.EnsureThisComponentExists();
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
if (listen == true)
|
||||
{
|
||||
AddToDelta();
|
||||
}
|
||||
|
||||
DampenDelta();
|
||||
}
|
||||
|
||||
private void AddToDelta()
|
||||
{
|
||||
remainingDelta.x += pitchControls.GetValue(Time.deltaTime);
|
||||
remainingDelta.y += yawControls .GetValue(Time.deltaTime);
|
||||
}
|
||||
|
||||
private void DampenDelta()
|
||||
{
|
||||
// Dampen remaining delta
|
||||
var factor = CwHelper.DampenFactor(damping, Time.deltaTime);
|
||||
var newDelta = Vector3.Lerp(remainingDelta, Vector3.zero, factor);
|
||||
|
||||
// Rotate by difference
|
||||
var euler = transform.localEulerAngles;
|
||||
|
||||
euler.x = -Mathf.DeltaAngle(euler.x, 0.0f);
|
||||
|
||||
euler += remainingDelta - newDelta;
|
||||
|
||||
euler.x = Mathf.Clamp(euler.x, -89.0f, 89.0f);
|
||||
|
||||
transform.localEulerAngles = euler;
|
||||
|
||||
// Update remaining
|
||||
remainingDelta = newDelta;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
namespace CW.Common
|
||||
{
|
||||
using UnityEditor;
|
||||
using TARGET = CwCameraPivot;
|
||||
|
||||
[CanEditMultipleObjects]
|
||||
[CustomEditor(typeof(TARGET))]
|
||||
public class CwCameraPivot_Editor : CwEditor
|
||||
{
|
||||
protected override void OnInspector()
|
||||
{
|
||||
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
||||
|
||||
Draw("listen", "Is this component currently listening for inputs?");
|
||||
Draw("damping", "How quickly the rotation transitions from the current to the target value (-1 = instant).");
|
||||
|
||||
Separator();
|
||||
|
||||
Draw("pitchControls", "The keys/fingers required to pitch down/up.");
|
||||
Draw("yawControls", "The keys/fingers required to yaw left/right.");
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user