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- using System;
- using UnityEngine;
- using UnityEngine.UI;
- /// <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);
- }
- }
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