OldBlueWater/BlueWater/Assets/02.Scripts/CameraController.cs

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using System;
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using Cinemachine;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
namespace BlueWaterProject
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{
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public class CameraController : MonoBehaviour
{
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public Camera MainCam { get; private set; }
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[Title("Dredge Cam")]
[Required("드렛지 카메라를 넣어주세요.")]
public CinemachineVirtualCamera dredgeCam;
private CinemachineOrbitalTransposer dredgeCamOrbitalTransposer;
[Range(0,1000)]
public int rotateSpeed = 10;
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[Required("습격모드 카메라를 넣어주세요.")]
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[field: SerializeField] public CinemachineFreeLook AssaultCam { get; set; }
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[Required("보트내부 카메라를 넣어주세요.")]
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public CinemachineVirtualCamera inShipCam;
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[Required("조준 카메라를 넣어주세요.")]
public CinemachineFreeLook takeAimCam;
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public float sensitivity = 0.01f;
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[MinMaxSlider(2, 50, true)]
public Vector2 heightLimits = new Vector2(2, 50);
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private void Awake()
{
MainCam = Camera.main;
}
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private void Start()
{
dredgeCamOrbitalTransposer = dredgeCam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
}
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private void Update()
{
TakeCamMovement();
DredgeCamRotate();
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AssaultCamRotate();
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}
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public void CamAssaultMode()
{
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AssaultCam.Priority = 1;
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dredgeCam.Priority = 0;
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inShipCam.Priority = 0;
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}
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public void CamDredgeMode()
{
dredgeCam.Priority = 1;
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AssaultCam.Priority = 0;
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inShipCam.Priority = 0;
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}
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public void CamInShipMode()
{
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inShipCam.Priority = 1;
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dredgeCam.Priority = 0;
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AssaultCam.Priority = 0;
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}
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private void TakeCamMovement()
{
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
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Vector3 newPosition = takeAimCam.transform.position;
newPosition.y += mouseDelta.y * sensitivity;
newPosition.y = Mathf.Clamp(newPosition.y, heightLimits.x, heightLimits.y);
newPosition.x = GameManager.Inst.player.transform.position.x;
newPosition.z = GameManager.Inst.player.transform.position.z;
takeAimCam.transform.position = newPosition;
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// Rotate around Y axis (Up direction)
takeAimCam.transform.RotateAround(takeAimCam.transform.position, Vector3.up, mouseDelta.x * sensitivity);
}
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public void CamTakeAim(bool isTakeAim)
{
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takeAimCam.Priority = isTakeAim ? 2 : 0;
float yRotation = dredgeCam.transform.rotation.eulerAngles.y;
takeAimCam.transform.rotation =
Quaternion.Euler(takeAimCam.transform.rotation.eulerAngles.x, yRotation, takeAimCam.transform.rotation.eulerAngles.z);
}
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private void DredgeCamRotate()
{
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if (Input.GetMouseButtonDown(1))
{
//dredgeCam의 X Axis의 Speed를 변경
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = rotateSpeed;
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "Mouse X";
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = false;
}
else if (Input.GetMouseButtonUp(1))
{
//dredgeCam의 X Axis의 Speed를 원래대로
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = 0;
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "";
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = true;
}
}
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private void AssaultCamRotate()
{
if (Input.GetMouseButtonDown(1))
{
//AssaultCam의 X Axis의 Speed를 변경
AssaultCam.m_XAxis.m_MaxSpeed = 150;
AssaultCam.m_XAxis.m_InputAxisName = "Mouse X";
//AssaultCam의 Y Axis의 Speed를 변경
AssaultCam.m_YAxis.m_MaxSpeed = 2;
AssaultCam.m_YAxis.m_InputAxisName = "Mouse Y";
AssaultCam.m_RecenterToTargetHeading.m_enabled = false;
}
else if (Input.GetMouseButtonUp(1))
{
//AssaultCam의 X Axis의 Speed를 원래대로
AssaultCam.m_XAxis.m_MaxSpeed = 0;
AssaultCam.m_XAxis.m_InputAxisName = "";
//AssaultCam의 Y Axis의 Speed를 원래대로
AssaultCam.m_YAxis.m_MaxSpeed = 0;
AssaultCam.m_YAxis.m_InputAxisName = "";
AssaultCam.m_RecenterToTargetHeading.m_enabled = true;
}
}
}
}