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; } } }