Files
RebootKit/Runtime/FPPKit/Code/FirstPersonCamera.cs
2025-03-14 19:53:29 +01:00

58 lines
1.7 KiB
C#

using Cinemachine;
using RebootKit.Engine.Services.Simulation.Sensors;
using UnityEngine;
namespace RebootKit.FPPKit {
public class FirstPersonCamera : MonoBehaviour {
[SerializeField]
private float _pickDistance = 5.0f;
[SerializeField]
private LayerMask _pickLayer;
[field: SerializeField]
public float Sensitivity { get; set; }
[SerializeField]
private float _pitchMin = -80f;
[SerializeField]
private float _pitchMax = 80f;
[field: SerializeField]
public CinemachineVirtualCamera Camera { get; private set; }
public float Pitch { get; private set; }
public float Yaw { get; private set; }
private readonly RaycastSensor _raycastSensor = new();
public ISensor Sensor {
get {
_raycastSensor.Ray = new Ray(Camera.transform.position, Camera.transform.forward);
_raycastSensor.MaxDistance = _pickDistance;
_raycastSensor.LayerMask = _pickLayer;
return _raycastSensor;
}
}
private void LateUpdate() {
Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f);
transform.rotation = Quaternion.Euler(0f, Yaw, 0f);
}
public void Rotate(float x, float y) {
float sens = Sensitivity;
Pitch -= y * sens;
Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax);
Yaw += x * sens;
}
public void SetLookDirection(Vector3 forward) {
Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg;
Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
}
}
}