Example #1
0
        void Update()
        {
            // Exit Sample
            if (Input.GetKey(KeyCode.Escape))
            {
                SceneManager.LoadScene("MainMenuScene");
                                #if UNITY_EDITOR
                UnityEditor.EditorApplication.isPlaying = false;
                                #endif
            }


            //selection handling
            if (m_isManipulating)
            {
                Cursor.lockState = CursorLockMode.None;
            }

            if (Input.GetMouseButtonDown(0))
            {
                if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit hit))
                {
                    if (hit.collider.GetComponent <Valve>())
                    {
                        m_selectedValve = hit.collider.GetComponent <Valve>();
                        m_selectedValve.Select();
                        m_isManipulating = true;
                    }
                    else if (hit.collider.GetComponent <Crank>())
                    {
                        m_selectedCrank = hit.collider.GetComponent <Crank>();
                        m_selectedCrank.Select();
                        m_isManipulating = true;
                    }
                    else if (hit.collider.GetComponent <Switch>())
                    {
                        hit.collider.GetComponent <Switch>().Activate();
                    }
                }
            }

            if (Input.GetMouseButtonUp(0))
            {
                if (m_selectedValve)
                {
                    m_isManipulating = false;
                    m_selectedValve.Deselect();
                    Cursor.lockState = CursorLockMode.Locked;
                }
                if (m_selectedCrank)
                {
                    m_isManipulating = false;
                    m_selectedCrank.Deselect();
                    Cursor.lockState = CursorLockMode.Locked;
                }
            }

            if (!m_isManipulating)
            {
                var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));

                var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);

                m_TargetCameraState.yaw   += mouseMovement.x * mouseSensitivityFactor;
                m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
            }


            // Translation
            var translation = GetInputTranslationDirection() * Time.deltaTime;

            // Speed up movement when shift key held
            if (Input.GetKey(KeyCode.LeftShift))
            {
                translation *= 10.0f;
            }

            // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
            boost       += Input.mouseScrollDelta.y * 0.2f;
            translation *= Mathf.Pow(2.0f, boost);

            m_TargetCameraState.Translate(translation);

            // Framerate-independent interpolation
            // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
            var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
            var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
            m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);

            m_InterpolatingCameraState.UpdateTransform(transform);
        }