示例#1
0
        private void Update()
        {
            var bci = Target.GetComponent <BallControlInput>();

            if (bci)
            {
                bci.LookDirection = transform.rotation * Quaternion.Euler(0, -90, 0);
            }


            var bciLocal = Target.GetComponent <BallControlInputLocal>();

            if (bciLocal)
            {
                bciLocal.LookDirection = transform.rotation * Quaternion.Euler(0, -90, 0);
            }


            //Mouse look
            if (UseMouse)
            {
                if (Input.GetMouseButtonDown(0) && !GameInput.KeyboardDisabled && !UI.PauseMenu.GamePaused)
                {
                    Cursor.lockState = CursorLockMode.Locked;
                    Cursor.visible   = false;
                }

                if (Input.GetKeyDown(KeyCode.LeftAlt))
                {
                    Cursor.lockState = CursorLockMode.None;
                    Cursor.visible   = true;
                }

                if (Cursor.lockState == CursorLockMode.Locked && CtrlType == ControlType.Keyboard)
                {
//					Debug.Log("KEyboard Gura camara");

                    float yAxisMove = Input.GetAxis("Mouse Y") * sensitivityMouse;
                    ytargetRotation += -yAxisMove;

                    float xAxisMove = Input.GetAxis("Mouse X") * sensitivityMouse;
                    xtargetRotation += xAxisMove;
                }
            }

            //Keyboard controls
            var cameraVector = GameInput.CameraVector(CtrlType);

            /*if (cameraVector.x < 0)
             *  xtargetRotation -= 20 * sensitivityKeyboard * Time.deltaTime;
             * if (cameraVector.x > 0)
             *  xtargetRotation += 20 * sensitivityKeyboard * Time.deltaTime;
             * if (cameraVector.y > 0)
             *  ytargetRotation -= 20 * sensitivityKeyboard * Time.deltaTime;
             * if (cameraVector.y < 0)
             *  ytargetRotation += 20 * sensitivityKeyboard * Time.deltaTime;*/

            xtargetRotation += cameraVector.x * 20 * sensitivityKeyboard * Time.deltaTime;
            ytargetRotation -= cameraVector.y * 20 * sensitivityKeyboard * Time.deltaTime;

            ytargetRotation = Mathf.Clamp(ytargetRotation, yMin, yMax);
            xtargetRotation = xtargetRotation % 360;
            ytargetRotation = ytargetRotation % 360;

            transform.localRotation = Quaternion.Lerp(transform.localRotation, Quaternion.Euler(0, xtargetRotation, ytargetRotation), Time.deltaTime * 10 / smoothing);
        }
示例#2
0
        private void Update()
        {
            //Input
            var     targetDirectionOffset = Quaternion.identity;
            Vector2 camVector             = GameInput.CameraVector(CtrlType);
            Vector3 orientedCamVector     = new Vector3(camVector.x, 0, camVector.y);

            if (orientedCamVector != Vector3.zero)
            {
                Quaternion camQuaternion = Quaternion.Slerp(Quaternion.identity, Quaternion.LookRotation(orientedCamVector), orientedCamVector.magnitude);
                targetDirectionOffset = camQuaternion;
            }

            if (Target != null)
            {
                //Rotate the camera towards the velocity of the rigidbody

                //Set the up vector, and make it lerp towards the target's up vector if the target has a Ball
                Vector3 targetUp = Vector3.up;
                Ball    bc       = Target.GetComponent <Ball>();
                if (bc)
                {
                    targetUp = bc.Up;
                }
                BallLocal bcLocal = Target.GetComponent <BallLocal>();
                if (bcLocal)
                {
                    targetUp = bcLocal.Up;
                }

                up = Vector3.Lerp(up, targetUp, Time.deltaTime * 10);

                //Based on how fast the target is moving, create a rotation bending towards its velocity.
                Quaternion  towardsVelocity = (Target.velocity != Vector3.zero) ? Quaternion.LookRotation(Target.velocity, up) : Quaternion.identity;
                const float maxTrans        = 20f;
                Quaternion  finalTargetDir  = Quaternion.Slerp(currentDirection, towardsVelocity, Mathf.Max(0, Mathf.Min(-10 + Target.velocity.magnitude, maxTrans) / maxTrans));

                //Lerp towards the final rotation
                currentDirection = Quaternion.Slerp(currentDirection, finalTargetDir, Time.deltaTime * 2);

                //Look for a BallControlInput and set its look direction
                BallControlInput bci = Target.GetComponent <BallControlInput>();
                if (bci != null)
                {
                    bci.LookDirection = currentDirection;
                }



                BallControlInputLocal bciLocal = Target.GetComponent <BallControlInputLocal>();
                if (bciLocal != null)
                {
                    bciLocal.LookDirection = currentDirection;
                }

                //Set camera FOV to get higher with more velocity
                AttachedCamera.fieldOfView = Mathf.Lerp(AttachedCamera.fieldOfView, Mathf.Min(60f + (Target.velocity.magnitude), 100f), Time.deltaTime * 4);

                currentDirectionWithOffset = Quaternion.Slerp(currentDirectionWithOffset, currentDirection * targetDirectionOffset, Time.deltaTime * 2);
                transform.position         = Target.transform.position + Vector3.up * orbitHeight + currentDirectionWithOffset * (Vector3.back * orbitDistance);
                transform.rotation         = currentDirectionWithOffset;
            }
        }