forked from BilalY/Rasagar
198 lines
5.4 KiB
C#
198 lines
5.4 KiB
C#
#if (ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_INSTALLED)
|
|
#define USE_INPUT_SYSTEM
|
|
#endif
|
|
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.UI;
|
|
|
|
#if USE_INPUT_SYSTEM
|
|
using UnityEngine.InputSystem;
|
|
#endif
|
|
|
|
// Script that allows easy navigation of provided lens flare assets and ability to add custom lens flare assets for development
|
|
[ExecuteInEditMode]
|
|
public class LensFlareSamplesInputAndControl : MonoBehaviour
|
|
{
|
|
[Header("References")]
|
|
public GameObject cameraGameObject;
|
|
public GameObject[] environments;
|
|
public LensFlareDataSRP[] lensFlares;
|
|
|
|
[Header("Light Settings")]
|
|
public float lightDistance = 100.0f;
|
|
|
|
[Header("Camera Movement")]
|
|
public float cameraRotationSpeed = 1.0f;
|
|
public bool useMouseDragInsteadOfFPSControl;
|
|
|
|
[Header("Camera Shake")]
|
|
public bool enableCameraShake;
|
|
[Range(0, 10)]
|
|
public float cameraShakeSpeed = 3.0f;
|
|
[Range(0, 1)]
|
|
public float cameraShakeAmplitude = 0.3f;
|
|
|
|
private Camera cameraComponent;
|
|
private LensFlareComponentSRP lensFlareComponent;
|
|
private GameObject lensFlareLight;
|
|
|
|
|
|
private int flareNumber;
|
|
private Vector3 vectorNoise = Vector3.zero;
|
|
|
|
void Start()
|
|
{
|
|
cameraComponent = cameraGameObject.GetComponent<Camera>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
|
|
if (Application.isFocused)
|
|
{
|
|
lensFlareLight = this.transform.GetChild(0).gameObject;
|
|
lensFlareComponent = lensFlareLight.GetComponent<LensFlareComponentSRP>();
|
|
SetSkyFromInput();
|
|
MoveLightWithMouse();
|
|
CameraMovementWithMouse();
|
|
}
|
|
CameraShake();
|
|
}
|
|
|
|
private void SetSkyFromInput()
|
|
{
|
|
#if USE_INPUT_SYSTEM
|
|
if (Keyboard.current.digit1Key.wasPressedThisFrame)
|
|
{
|
|
SetSky(0);
|
|
}
|
|
else if (Keyboard.current.digit2Key.wasPressedThisFrame)
|
|
{
|
|
SetSky(1);
|
|
}
|
|
else if (Keyboard.current.digit3Key.wasPressedThisFrame)
|
|
{
|
|
SetSky(2);
|
|
}
|
|
#else
|
|
if (Input.GetKeyDown("1"))
|
|
{
|
|
SetSky(0);
|
|
}
|
|
else if (Input.GetKeyDown("2"))
|
|
{
|
|
SetSky(1);
|
|
}
|
|
else if (Input.GetKeyDown("3"))
|
|
{
|
|
SetSky(2);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SetSky(int inputNumber)
|
|
{
|
|
if (inputNumber < environments.Length)
|
|
{
|
|
for (int i = 0; i < environments.Length; i++)
|
|
{
|
|
environments[i].SetActive(false);
|
|
}
|
|
|
|
environments[inputNumber].SetActive(true);
|
|
}
|
|
}
|
|
|
|
private void MoveLightWithMouse()
|
|
{
|
|
#if USE_INPUT_SYSTEM
|
|
if (Mouse.current.leftButton.IsPressed())
|
|
{
|
|
var mousePosition = Mouse.current.position.ReadValue();
|
|
lensFlareLight.transform.position = cameraComponent.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, lightDistance));
|
|
}
|
|
#else
|
|
if (Input.GetMouseButton(0))
|
|
{
|
|
lensFlareLight.transform.position = cameraComponent.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, lightDistance));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
private void CameraMovementWithMouse()
|
|
{
|
|
LockCursorWhileMouseButtonDown();
|
|
|
|
#if USE_INPUT_SYSTEM
|
|
if (Mouse.current.rightButton.isPressed)
|
|
{
|
|
var mouseMovement = Mouse.current.delta.ReadValue() * cameraRotationSpeed / 30f;
|
|
|
|
if (useMouseDragInsteadOfFPSControl)
|
|
{
|
|
cameraGameObject.transform.localEulerAngles += new Vector3(mouseMovement.y, mouseMovement.x * -1f, 0f);
|
|
}
|
|
else
|
|
{
|
|
cameraGameObject.transform.localEulerAngles += new Vector3(mouseMovement.y * -1f, mouseMovement.x, 0f);
|
|
}
|
|
}
|
|
#else
|
|
if (Input.GetMouseButton(1))
|
|
{
|
|
var mouseMovement = new Vector2(Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X")) * Time.deltaTime * cameraRotationSpeed * 200.0f;
|
|
|
|
if (useMouseDragInsteadOfFPSControl)
|
|
{
|
|
cameraGameObject.transform.localEulerAngles += new Vector3(mouseMovement.x, mouseMovement.y * -1f, 0f);
|
|
}
|
|
else
|
|
{
|
|
cameraGameObject.transform.localEulerAngles += new Vector3(mouseMovement.x * -1f, mouseMovement.y, 0f);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private void LockCursorWhileMouseButtonDown()
|
|
{
|
|
#if USE_INPUT_SYSTEM
|
|
if (Mouse.current.rightButton.wasPressedThisFrame)
|
|
{
|
|
Cursor.lockState = CursorLockMode.Locked;
|
|
}
|
|
|
|
if (Mouse.current.rightButton.wasReleasedThisFrame)
|
|
{
|
|
Cursor.visible = true;
|
|
Cursor.lockState = CursorLockMode.None;
|
|
}
|
|
#else
|
|
if (Input.GetMouseButtonDown(1))
|
|
{
|
|
Cursor.lockState = CursorLockMode.Locked;
|
|
}
|
|
|
|
if (Input.GetMouseButtonUp(1))
|
|
{
|
|
Cursor.visible = true;
|
|
Cursor.lockState = CursorLockMode.None;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
private void CameraShake()
|
|
{
|
|
if (enableCameraShake)
|
|
{
|
|
cameraGameObject.transform.localEulerAngles -= vectorNoise;
|
|
|
|
vectorNoise = new Vector3(Mathf.PerlinNoise(0, Time.time * cameraShakeSpeed), Mathf.PerlinNoise(1, Time.time * cameraShakeSpeed), Mathf.PerlinNoise(2, Time.time * cameraShakeSpeed)) * cameraShakeAmplitude;
|
|
|
|
cameraGameObject.transform.localEulerAngles += vectorNoise;
|
|
}
|
|
}
|
|
}
|