working on fpp locomotion, camera spring

This commit is contained in:
2025-06-07 10:39:06 +02:00
parent 0abddece7e
commit e99314d5d8
40 changed files with 4112 additions and 462 deletions

View File

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using RebootKit.Engine.Foundation;
using RebootKit.Engine.Services.Simulation.Sensors;
using Unity.Cinemachine;
using UnityEngine;
namespace RealityReboot.jelycho.Player {
[AddComponentMenu(GameConsts.k_AddComponentMenu + "Player/First Person Camera")]
public class FPPCamera : MonoBehaviour {
[ConfigVar("fpp.camera.fov", 60.0f, "Field of view for the first person camera.")]
static ConfigVar s_cameraFOV;
[SerializeField] float _pickDistance = 5.0f;
[SerializeField] LayerMask _pickLayer;
[field: SerializeField]
public float Sensitivity { get; set; }
[SerializeField] float _pitchMin = -80f;
[SerializeField] float _pitchMax = 80f;
[field: SerializeField]
public CinemachineCamera Camera { get; private set; }
readonly RaycastSensor _raycastSensor = new();
public float Pitch { get; private set; }
public float Yaw { get; private set; }
public ISensor Sensor {
get {
_raycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
_raycastSensor.maxDistance = _pickDistance;
_raycastSensor.layerMask = _pickLayer;
return _raycastSensor;
}
}
public void Tick() {
Camera.Lens.FieldOfView = s_cameraFOV.FloatValue;
Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 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;
}
}
}