Rasagar/Library/PackageCache/com.unity.cinemachine/Samples~/Cinemachine Example Scenes/Scenes/AimingRig/AimReticle.cs

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2024-08-26 13:07:20 -07:00
#if CINEMACHINE_UGUI
using System;
using UnityEngine;
using UnityEngine.UI;
namespace Cinemachine.Examples
{
/// <summary>
/// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle.
/// </summary>
public class AimReticle : MonoBehaviour
{
[Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")]
[Range(0, 100f)]
public float MaxRadius;
[Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")]
[Range(0, 1f)]
public float BlendTime;
[Tooltip("Top piece of the aim reticle.")]
public Image Top;
[Tooltip("Bottom piece of the aim reticle.")]
public Image Bottom;
[Tooltip("Left piece of the aim reticle.")]
public Image Left;
[Tooltip("Right piece of the aim reticle.")]
public Image Right;
[Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, "
+ "or will remain in the center of the screen if no hit point is detected. "
+ "May be null, in which case no on-screen indicator will appear. Same as Cinemachine3rdPersonAim's")]
public RectTransform AimTargetReticle;
void Reset()
{
MaxRadius = 30f;
BlendTime = 0.05f;
}
float m_BlendVelocity;
float m_CurrentRadius;
void Update()
{
var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
float distanceFromCenter = 0;
if (AimTargetReticle != null)
{
var hitPoint = (Vector2)AimTargetReticle.position;
distanceFromCenter = (screenCenterPoint - hitPoint).magnitude;
}
m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime);
m_CurrentRadius = Mathf.Min(MaxRadius, m_CurrentRadius);
Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius);
Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius);
Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius);
Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius);
}
}
}
#endif