MoveAimTarget.cs 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140
  1. using UnityEngine;
  2. namespace Cinemachine.Examples
  3. {
  4. public class MoveAimTarget : MonoBehaviour
  5. {
  6. public CinemachineBrain Brain;
  7. public RectTransform ReticleImage;
  8. [Tooltip("How far to raycast to place the aim target")]
  9. public float AimDistance;
  10. [Tooltip("Objects on these layers will be detected")]
  11. public LayerMask CollideAgainst;
  12. [TagField]
  13. [Tooltip("Obstacles with this tag will be ignored. "
  14. + "It's a good idea to set this field to the player's tag")]
  15. public string IgnoreTag = string.Empty;
  16. /// <summary>The Vertical axis. Value is -90..90. Controls the vertical orientation</summary>
  17. [Header("Axis Control")]
  18. [Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
  19. [AxisStateProperty]
  20. public AxisState VerticalAxis;
  21. /// <summary>The Horizontal axis. Value is -180..180. Controls the horizontal orientation</summary>
  22. [Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
  23. [AxisStateProperty]
  24. public AxisState HorizontalAxis;
  25. private void OnValidate()
  26. {
  27. VerticalAxis.Validate();
  28. HorizontalAxis.Validate();
  29. AimDistance = Mathf.Max(1, AimDistance);
  30. }
  31. private void Reset()
  32. {
  33. AimDistance = 200;
  34. ReticleImage = null;
  35. CollideAgainst = 1;
  36. IgnoreTag = string.Empty;
  37. VerticalAxis = new AxisState(-70, 70, false, false, 10f, 0.1f, 0.1f, "Mouse Y", true);
  38. VerticalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
  39. HorizontalAxis = new AxisState(-180, 180, true, false, 10f, 0.1f, 0.1f, "Mouse X", false);
  40. HorizontalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
  41. }
  42. private void OnEnable()
  43. {
  44. CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
  45. CinemachineCore.CameraUpdatedEvent.AddListener(PlaceReticle);
  46. }
  47. private void OnDisable()
  48. {
  49. CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
  50. }
  51. private void Update()
  52. {
  53. if (Brain == null)
  54. return;
  55. HorizontalAxis.Update(Time.deltaTime);
  56. VerticalAxis.Update(Time.deltaTime);
  57. PlaceTarget();
  58. }
  59. private void PlaceTarget()
  60. {
  61. var rot = Quaternion.Euler(VerticalAxis.Value, HorizontalAxis.Value, 0);
  62. var camPos = Brain.CurrentCameraState.RawPosition;
  63. transform.position = GetProjectedAimTarget(camPos + rot * Vector3.forward, camPos);
  64. }
  65. private Vector3 GetProjectedAimTarget(Vector3 pos, Vector3 camPos)
  66. {
  67. var origin = pos;
  68. var fwd = (pos - camPos).normalized;
  69. pos += AimDistance * fwd;
  70. if (CollideAgainst != 0 && RaycastIgnoreTag(
  71. new Ray(origin, fwd),
  72. out RaycastHit hitInfo, AimDistance, CollideAgainst))
  73. {
  74. pos = hitInfo.point;
  75. }
  76. return pos;
  77. }
  78. private bool RaycastIgnoreTag(
  79. Ray ray, out RaycastHit hitInfo, float rayLength, int layerMask)
  80. {
  81. const float PrecisionSlush = 0.001f;
  82. float extraDistance = 0;
  83. while (Physics.Raycast(
  84. ray, out hitInfo, rayLength, layerMask,
  85. QueryTriggerInteraction.Ignore))
  86. {
  87. if (IgnoreTag.Length == 0 || !hitInfo.collider.CompareTag(IgnoreTag))
  88. {
  89. hitInfo.distance += extraDistance;
  90. return true;
  91. }
  92. // Ignore the hit. Pull ray origin forward in front of obstacle
  93. Ray inverseRay = new Ray(ray.GetPoint(rayLength), -ray.direction);
  94. if (!hitInfo.collider.Raycast(inverseRay, out hitInfo, rayLength))
  95. break;
  96. float deltaExtraDistance = rayLength - (hitInfo.distance - PrecisionSlush);
  97. if (deltaExtraDistance < PrecisionSlush)
  98. break;
  99. extraDistance += deltaExtraDistance;
  100. rayLength = hitInfo.distance - PrecisionSlush;
  101. if (rayLength < PrecisionSlush)
  102. break;
  103. ray.origin = inverseRay.GetPoint(rayLength);
  104. }
  105. return false;
  106. }
  107. void PlaceReticle(CinemachineBrain brain)
  108. {
  109. if (brain == null || brain != Brain || ReticleImage == null || brain.OutputCamera == null)
  110. return;
  111. PlaceTarget(); // To eliminate judder
  112. CameraState state = brain.CurrentCameraState;
  113. var cam = brain.OutputCamera;
  114. var r = cam.WorldToScreenPoint(transform.position);
  115. var r2 = new Vector2(r.x - cam.pixelWidth * 0.5f, r.y - cam.pixelHeight * 0.5f);
  116. ReticleImage.anchoredPosition = r2;
  117. }
  118. }
  119. }