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

182 lines
6.4 KiB
C#

using System;
using System.Collections;
using Cinemachine;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class CameraManager : Singleton<CameraManager>
{
public Camera MainCam { get; private set; }
[Title("Dredge Cam")]
[Required("드렛지 카메라를 넣어주세요.")]
public CinemachineVirtualCamera dredgeCam;
private CinemachineOrbitalTransposer dredgeCamOrbitalTransposer;
[Range(0,1000)]
public int rotateSpeed = 10;
private Coroutine currentCoroutine;
[Required("보트갑판 카메라를 넣어주세요.")]
public CinemachineVirtualCamera shipDeckCam;
[Required("조준 카메라를 넣어주세요.")]
public CinemachineFreeLook takeAimCam;
[Required("보트안 카메라를 넣어주세요.")]
public CinemachineVirtualCamera inShipCam;
public float sensitivity = 0.01f;
[MinMaxSlider(2, 50, true)]
public Vector2 heightLimits = new Vector2(2, 50);
private void Awake()
{
MainCam = Camera.main;
}
private void Start()
{
dredgeCamOrbitalTransposer = dredgeCam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
}
private void Update()
{
TakeCamMovement();
DredgeCamRotate();
}
public void CamAssaultMode()
{
dredgeCam.Priority = 0;
shipDeckCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamDredgeMode()
{
dredgeCam.Priority = 1;
shipDeckCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamShipDeckMode()
{
shipDeckCam.Priority = 1;
dredgeCam.Priority = 0;
inShipCam.Priority = 0;
}
public void CamInShipMode()
{
inShipCam.Priority = 1;
dredgeCam.Priority = 0;
shipDeckCam.Priority = 0;
}
private void TakeCamMovement()
{
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
Vector3 newPosition = takeAimCam.transform.position;
newPosition.y += mouseDelta.y * sensitivity;
newPosition.y = Mathf.Clamp(newPosition.y, heightLimits.x, heightLimits.y);
newPosition.x = GameManager.Inst.ShipPlayer.transform.position.x;
newPosition.z = GameManager.Inst.ShipPlayer.transform.position.z;
takeAimCam.transform.position = newPosition;
// Rotate around Y axis (Up direction)
takeAimCam.transform.RotateAround(takeAimCam.transform.position, Vector3.up, mouseDelta.x * sensitivity);
}
public void CamTakeAim(bool isTakeAim)
{
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);
}
private void DredgeCamRotate()
{
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;
}
}
public void ChangeInShipFollowOffset()
{
if (!GameManager.Inst.IsInShipMode) return;
Vector3 targetOffset = new Vector3(0, 7, -10);
StartSmoothTransition(targetOffset);
}
public void RestoreInShipFollowOffset()
{
if (!GameManager.Inst.IsInShipMode) return;
Vector3 targetOffset = new Vector3(0, 20, -10);
StartSmoothTransition(targetOffset);
}
private void StartSmoothTransition(Vector3 targetOffset)
{
if (currentCoroutine != null)
{
StopCoroutine(currentCoroutine);
}
currentCoroutine = StartCoroutine(SmoothTransition(targetOffset));
}
private IEnumerator SmoothTransition(Vector3 targetOffset)
{
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
if (transposer != null)
{
var elapsedTime = 0f;
var duration = .25f; // 이 값은 원하는 대로 설정하십시오. 이 값은 전환에 걸리는 시간을 결정합니다.
var startingOffset = transposer.m_FollowOffset;
while (elapsedTime < duration)
{
transposer.m_FollowOffset = Vector3.Lerp(startingOffset, targetOffset, elapsedTime / duration);
elapsedTime += Time.deltaTime;
yield return null;
}
transposer.m_FollowOffset = targetOffset; // Lerp가 완료되면 목표 오프셋을 확실히 설정합니다.
}
}
public void ChangeInShipFollowAndLookAt(Transform target)
{
if (!GameManager.Inst.IsInShipMode) return;
inShipCam.Follow = target;
inShipCam.LookAt = target;
inShipCam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset = new Vector3(0, 7, -10);
}
public void RestoreInShipFollowAndLookAt()
{
if (!GameManager.Inst.IsInShipMode) return;
var transform1 = GameManager.Inst.InShipPlayer.transform;
inShipCam.Follow = transform1;
inShipCam.LookAt = transform1;
inShipCam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset = new Vector3(0, 20, -10);
}
}
}