using UnityEngine;
namespace Cinemachine.Examples
{
public class MoveAimTarget : MonoBehaviour
{
public CinemachineBrain Brain;
public RectTransform ReticleImage;
[Tooltip("How far to raycast to place the aim target")]
public float AimDistance;
[Tooltip("Objects on these layers will be detected")]
public LayerMask CollideAgainst;
[TagField]
[Tooltip("Obstacles with this tag will be ignored. "
+ "It's a good idea to set this field to the player's tag")]
public string IgnoreTag = string.Empty;
/// The Vertical axis. Value is -90..90. Controls the vertical orientation
[Header("Axis Control")]
[Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
[AxisStateProperty]
public AxisState VerticalAxis;
/// The Horizontal axis. Value is -180..180. Controls the horizontal orientation
[Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
[AxisStateProperty]
public AxisState HorizontalAxis;
private void OnValidate()
{
VerticalAxis.Validate();
HorizontalAxis.Validate();
AimDistance = Mathf.Max(1, AimDistance);
}
private void Reset()
{
AimDistance = 200;
ReticleImage = null;
CollideAgainst = 1;
IgnoreTag = string.Empty;
VerticalAxis = new AxisState(-70, 70, false, false, 10f, 0.1f, 0.1f, "Mouse Y", true);
VerticalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
HorizontalAxis = new AxisState(-180, 180, true, false, 10f, 0.1f, 0.1f, "Mouse X", false);
HorizontalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
}
private void OnEnable()
{
CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
CinemachineCore.CameraUpdatedEvent.AddListener(PlaceReticle);
}
private void OnDisable()
{
CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
}
private void Update()
{
if (Brain == null)
return;
HorizontalAxis.Update(Time.deltaTime);
VerticalAxis.Update(Time.deltaTime);
PlaceTarget();
}
private void PlaceTarget()
{
var rot = Quaternion.Euler(VerticalAxis.Value, HorizontalAxis.Value, 0);
var camPos = Brain.CurrentCameraState.RawPosition;
transform.position = GetProjectedAimTarget(camPos + rot * Vector3.forward, camPos);
}
private Vector3 GetProjectedAimTarget(Vector3 pos, Vector3 camPos)
{
var origin = pos;
var fwd = (pos - camPos).normalized;
pos += AimDistance * fwd;
if (CollideAgainst != 0 && RaycastIgnoreTag(
new Ray(origin, fwd),
out RaycastHit hitInfo, AimDistance, CollideAgainst))
{
pos = hitInfo.point;
}
return pos;
}
private bool RaycastIgnoreTag(
Ray ray, out RaycastHit hitInfo, float rayLength, int layerMask)
{
const float PrecisionSlush = 0.001f;
float extraDistance = 0;
while (Physics.Raycast(
ray, out hitInfo, rayLength, layerMask,
QueryTriggerInteraction.Ignore))
{
if (IgnoreTag.Length == 0 || !hitInfo.collider.CompareTag(IgnoreTag))
{
hitInfo.distance += extraDistance;
return true;
}
// Ignore the hit. Pull ray origin forward in front of obstacle
Ray inverseRay = new Ray(ray.GetPoint(rayLength), -ray.direction);
if (!hitInfo.collider.Raycast(inverseRay, out hitInfo, rayLength))
break;
float deltaExtraDistance = rayLength - (hitInfo.distance - PrecisionSlush);
if (deltaExtraDistance < PrecisionSlush)
break;
extraDistance += deltaExtraDistance;
rayLength = hitInfo.distance - PrecisionSlush;
if (rayLength < PrecisionSlush)
break;
ray.origin = inverseRay.GetPoint(rayLength);
}
return false;
}
void PlaceReticle(CinemachineBrain brain)
{
if (brain == null || brain != Brain || ReticleImage == null || brain.OutputCamera == null)
return;
PlaceTarget(); // To eliminate judder
CameraState state = brain.CurrentCameraState;
var cam = brain.OutputCamera;
var r = cam.WorldToScreenPoint(transform.position);
var r2 = new Vector2(r.x - cam.pixelWidth * 0.5f, r.y - cam.pixelHeight * 0.5f);
ReticleImage.anchoredPosition = r2;
}
}
}