unity dark mode asset, changes to player locomotion, camera bobbing

This commit is contained in:
2025-06-09 18:50:01 +02:00
parent a8cdd143ca
commit fbe3b59773
22 changed files with 1359 additions and 62 deletions

View File

@@ -1,7 +1,10 @@
using RebootKit.Engine.Foundation;
using System;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Services.Simulation.Sensors;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace RealityReboot.jelycho.Player {
[AddComponentMenu(GameConsts.k_AddComponentMenu + "Player/First Person Camera")]
@@ -9,34 +12,47 @@ namespace RealityReboot.jelycho.Player {
[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;
[Header("Base")]
[field: SerializeField]
public float Sensitivity { get; set; }
[SerializeField] float _pitchMin = -80f;
[SerializeField] float _pitchMax = 80f;
[SerializeField] float m_PitchMin = -80f;
[SerializeField] float m_PitchMax = 80f;
[field: SerializeField]
public CinemachineCamera Camera { get; private set; }
readonly RaycastSensor _raycastSensor = new();
CinemachineBasicMultiChannelPerlin m_BobbingNoiseComponent;
[SerializeField] float m_BobbingFrequency = 0.5f;
[SerializeField] float m_BobbingAmplitude = 0.75f;
[Header("Picking")]
[SerializeField] float m_PickDistance = 5.0f;
[SerializeField] LayerMask m_PickLayer;
readonly RaycastSensor m_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;
m_RaycastSensor.ray = new Ray(Camera.transform.position, Camera.transform.forward);
m_RaycastSensor.maxDistance = m_PickDistance;
m_RaycastSensor.layerMask = m_PickLayer;
return m_RaycastSensor;
}
}
void Awake() {
m_BobbingNoiseComponent =
Camera.GetCinemachineComponent(CinemachineCore.Stage.Noise) as CinemachineBasicMultiChannelPerlin;
Assert.IsNotNull(m_BobbingNoiseComponent);
SetBobbing(0.0f);
}
public void Tick() {
Camera.Lens.FieldOfView = s_cameraFOV.FloatValue;
Camera.transform.localRotation = Quaternion.Euler(Pitch, 0f, 0f);
@@ -46,7 +62,7 @@ namespace RealityReboot.jelycho.Player {
float sens = Sensitivity;
Pitch -= y * sens;
Pitch = Mathf.Clamp(Pitch, _pitchMin, _pitchMax);
Pitch = Mathf.Clamp(Pitch, m_PitchMin, m_PitchMax);
Yaw += x * sens;
}
@@ -55,5 +71,10 @@ namespace RealityReboot.jelycho.Player {
Pitch = Mathf.Asin(-forward.y) * Mathf.Rad2Deg;
Yaw = Mathf.Atan2(forward.x, forward.z) * Mathf.Rad2Deg;
}
public void SetBobbing(float t) {
m_BobbingNoiseComponent.AmplitudeGain = m_BobbingAmplitude * t;
m_BobbingNoiseComponent.FrequencyGain = m_BobbingFrequency * t;
}
}
}