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BABA_YAGA/Assets/Opsive/UltimateCharacterController/Scripts/Camera/CameraControllerHandler.cs

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2026-06-14 23:57:44 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Camera
{
using Opsive.Shared.Events;
using Opsive.UltimateCharacterController.Game;
using Opsive.UltimateCharacterController.Input;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The CameraControllerHandler manages player input and the CameraController.
/// </summary>
public class CameraControllerHandler : MonoBehaviour
{
[Tooltip("The name of the zoom input mapping.")]
[SerializeField] protected string m_ZoomInputName = "Fire2";
[Tooltip("Does the zoom button need to be held down in order for the camera to zoom?")]
[SerializeField] protected bool m_ContinuousZoom = true;
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
[Tooltip("The name of the toggle perspective input mapping.")]
[SerializeField] protected string m_TogglePerspectiveInputName = "Toggle Perspective";
#endif
public string ZoomInputName { get { return m_ZoomInputName; } set { m_ZoomInputName = value; } }
public bool ContinuousZoom { get { return m_ContinuousZoom; } set { m_ContinuousZoom = value; } }
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
public string TogglePerspectiveInputName { get { return m_TogglePerspectiveInputName; } set { m_TogglePerspectiveInputName = value; } }
#endif
private GameObject m_GameObject;
private CameraController m_CameraController;
private GameObject m_Character;
private PlayerInput m_PlayerInput;
private bool m_AllowGameplayInput;
private List<ActiveInputEvent> m_ActiveInputList;
/// <summary>
/// Initializes the handler.
/// </summary>
protected virtual void Awake()
{
m_GameObject = gameObject;
m_CameraController = GetComponent<CameraController>();
EventHandler.RegisterEvent<GameObject>(gameObject, "OnCameraAttachCharacter", OnAttachCharacter);
// The component will become enabled after a character has been attached.
enabled = false;
}
/// <summary>
/// Attaches the handler to the specified character.
/// </summary>
/// <param name="character">The character to attach the handler to.</param>
private void OnAttachCharacter(GameObject character)
{
enabled = character != null;
if (m_Character != null) {
EventHandler.UnregisterEvent<Vector3, Vector3, GameObject>(m_Character, "OnDeath", OnDeath);
EventHandler.UnregisterEvent(m_Character, "OnRespawn", OnRespawn);
EventHandler.UnregisterEvent<bool>(m_Character, "OnEnableGameplayInput", OnEnableGameplayInput);
EventHandler.UnregisterEvent<bool>(m_Character, "OnCharacterActivate", OnActivate);
}
m_Character = character;
if (character != null) {
EventHandler.RegisterEvent<Vector3, Vector3, GameObject>(character, "OnDeath", OnDeath);
EventHandler.RegisterEvent(character, "OnRespawn", OnRespawn);
EventHandler.RegisterEvent<bool>(character, "OnEnableGameplayInput", OnEnableGameplayInput);
EventHandler.RegisterEvent<bool>(character, "OnCharacterActivate", OnActivate);
m_AllowGameplayInput = true;
m_PlayerInput = character.GetComponent<PlayerInput>();
enabled = character.activeInHierarchy;
}
}
/// <summary>
/// The handler has been disabled.
/// </summary>
private void OnDisable()
{
if (m_CameraController.KinematicObjectIndex == -1) {
return;
}
KinematicObjectManager.SetCameraLookVector(m_CameraController.KinematicObjectIndex, Vector2.zero);
}
/// <summary>
/// Handles the player input.
/// </summary>
private void Update()
{
bool zoom;
if (m_ContinuousZoom) {
zoom = m_PlayerInput.GetButton(m_ZoomInputName);
} else {
zoom = m_PlayerInput.GetButtonDown(m_ZoomInputName) ? !m_CameraController.ZoomInput : m_CameraController.ZoomInput;
}
if (zoom != m_CameraController.ZoomInput) {
m_CameraController.TryZoom(zoom);
}
#if FIRST_PERSON_CONTROLLER && THIRD_PERSON_CONTROLLER
if (m_CameraController.CanChangePerspectives && m_PlayerInput.GetButtonDown(m_TogglePerspectiveInputName)) {
m_CameraController.TogglePerspective();
}
#endif
// ViewTypes can listen for their own input.
if (m_ActiveInputList != null) {
for (int i = 0; i < m_ActiveInputList.Count; ++i) {
// Execute the event as soon as the input type becomes true.
if (m_ActiveInputList[i].HasButtonEvent(m_PlayerInput)) {
ExecuteInputEvent(m_ActiveInputList[i].EventName);
} else if (m_ActiveInputList[i].HasAxisEvent(m_PlayerInput)) {
ExecuteInputEvent(m_ActiveInputList[i].EventName, m_ActiveInputList[i].GetAxisValue(m_PlayerInput));
}
}
}
}
/// <summary>
/// Sets the look vector of the camera.
/// </summary>
private void FixedUpdate()
{
var lookVector = m_PlayerInput.GetLookVector(true);
KinematicObjectManager.SetCameraLookVector(m_CameraController.KinematicObjectIndex, lookVector);
}
/// <summary>
/// Register an input event which allows the view type to receive button callbacks while it is active.
/// </summary>
/// <param name="inputEvent">The input event object to register.</param>
public virtual void RegisterInputEvent(ActiveInputEvent inputEvent)
{
if (m_ActiveInputList == null) {
m_ActiveInputList = new List<ActiveInputEvent>();
}
m_ActiveInputList.Add(inputEvent);
}
/// <summary>
/// Unregister the specified input event.
/// </summary>
/// <param name="inputEvent">The input event object to unregister.</param>
public void UnregisterAbilityInputEvent(ActiveInputEvent inputEvent)
{
m_ActiveInputList.Remove(inputEvent);
}
/// <summary>
/// Executes the input event.
/// </summary>
/// <param name="eventName">The input event name.</param>
protected virtual void ExecuteInputEvent(string eventName)
{
EventHandler.ExecuteEvent(m_GameObject, eventName);
}
/// <summary>
/// Executes the axis input event.
/// </summary>
/// <param name="eventName">The input event name.</param>
/// <param name="axisValue">The value of the axis.</param>
protected virtual void ExecuteInputEvent(string eventName, float axisValue)
{
EventHandler.ExecuteEvent<float>(m_GameObject, eventName, axisValue);
}
/// <summary>
/// The character has died. Disable the component.
/// </summary>
/// <param name="position">The position of the force.</param>
/// <param name="force">The amount of force which killed the character.</param>
/// <param name="attacker">The GameObject that killed the character.</param>
private void OnDeath(Vector3 position, Vector3 force, GameObject attacker)
{
m_CameraController.TryZoom(false);
enabled = false;
}
/// <summary>
/// The character has respawned. Enable the component.
/// </summary>
private void OnRespawn()
{
enabled = true;
}
/// <summary>
/// Enables or disables gameplay input. An example of when it will not be enabled is when there is a fullscreen UI over the main camera.
/// </summary>
/// <param name="enable">True if the input is enabled.</param>
private void OnEnableGameplayInput(bool enable)
{
m_AllowGameplayInput = enable;
enabled = m_AllowGameplayInput && m_Character != null && m_Character.activeInHierarchy;
if (!enabled) {
KinematicObjectManager.SetCameraLookVector(m_CameraController.KinematicObjectIndex, Vector2.zero);
}
}
/// <summary>
/// The character has been activated or deactivated.
/// </summary>
/// <param name="activate">True if the character has been activated.</param>
private void OnActivate(bool activate)
{
enabled = m_AllowGameplayInput && m_Character != null && activate;
}
/// <summary>
/// The camera has been destroyed.
/// </summary>
private void OnDestroy()
{
OnAttachCharacter(null);
EventHandler.UnregisterEvent<GameObject>(gameObject, "OnCameraAttachCharacter", OnAttachCharacter);
}
}
}