MoveAimTarget.cs 4.5 KB

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  1. using UnityEngine;
  2. using Cinemachine;
  3. public class MoveAimTarget : MonoBehaviour
  4. {
  5. public CinemachineBrain Brain;
  6. public RectTransform ReticleImage;
  7. [Tooltip("How far to raycast to place the aim target")]
  8. public float AimDistance;
  9. [Tooltip("Objects on these layers will be detected")]
  10. public LayerMask CollideAgainst;
  11. [TagField]
  12. [Tooltip("Obstacles with this tag will be ignored. "
  13. + "It's a good idea to set this field to the player's tag")]
  14. public string IgnoreTag = string.Empty;
  15. /// <summary>The Vertical axis. Value is -90..90. Controls the vertical orientation</summary>
  16. [Header("Axis Control")]
  17. [Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
  18. [AxisStateProperty]
  19. public AxisState VerticalAxis;
  20. /// <summary>The Horizontal axis. Value is -180..180. Controls the horizontal orientation</summary>
  21. [Tooltip("The Horizontal axis. Value is -180..180. Controls the horizontal orientation")]
  22. [AxisStateProperty]
  23. public AxisState HorizontalAxis;
  24. private void OnValidate()
  25. {
  26. VerticalAxis.Validate();
  27. HorizontalAxis.Validate();
  28. AimDistance = Mathf.Max(1, AimDistance);
  29. }
  30. private void Reset()
  31. {
  32. AimDistance = 200;
  33. ReticleImage = null;
  34. CollideAgainst = 1;
  35. IgnoreTag = string.Empty;
  36. VerticalAxis = new AxisState(-70, 70, false, false, 10f, 0.1f, 0.1f, "Mouse Y", true);
  37. VerticalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
  38. HorizontalAxis = new AxisState(-180, 180, true, false, 10f, 0.1f, 0.1f, "Mouse X", false);
  39. HorizontalAxis.m_SpeedMode = AxisState.SpeedMode.InputValueGain;
  40. }
  41. private void OnEnable()
  42. {
  43. CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
  44. CinemachineCore.CameraUpdatedEvent.AddListener(PlaceReticle);
  45. }
  46. private void OnDisable()
  47. {
  48. CinemachineCore.CameraUpdatedEvent.RemoveListener(PlaceReticle);
  49. }
  50. private void Update()
  51. {
  52. if (Brain == null)
  53. return;
  54. HorizontalAxis.Update(Time.deltaTime);
  55. VerticalAxis.Update(Time.deltaTime);
  56. PlaceTarget();
  57. }
  58. private void PlaceTarget()
  59. {
  60. var rot = Quaternion.Euler(VerticalAxis.Value, HorizontalAxis.Value, 0);
  61. var camPos = Brain.CurrentCameraState.RawPosition;
  62. transform.position = GetProjectedAimTarget(camPos + rot * Vector3.forward, camPos);
  63. }
  64. private Vector3 GetProjectedAimTarget(Vector3 pos, Vector3 camPos)
  65. {
  66. var origin = pos;
  67. var fwd = (pos - camPos).normalized;
  68. pos += AimDistance * fwd;
  69. if (CollideAgainst != 0 && RaycastIgnoreTag(
  70. new Ray(origin, fwd),
  71. out RaycastHit hitInfo, AimDistance, CollideAgainst))
  72. {
  73. pos = hitInfo.point;
  74. }
  75. return pos;
  76. }
  77. private bool RaycastIgnoreTag(
  78. Ray ray, out RaycastHit hitInfo, float rayLength, int layerMask)
  79. {
  80. const float PrecisionSlush = 0.001f;
  81. float extraDistance = 0;
  82. while (Physics.Raycast(
  83. ray, out hitInfo, rayLength, layerMask,
  84. QueryTriggerInteraction.Ignore))
  85. {
  86. if (IgnoreTag.Length == 0 || !hitInfo.collider.CompareTag(IgnoreTag))
  87. {
  88. hitInfo.distance += extraDistance;
  89. return true;
  90. }
  91. // Ignore the hit. Pull ray origin forward in front of obstacle
  92. Ray inverseRay = new Ray(ray.GetPoint(rayLength), -ray.direction);
  93. if (!hitInfo.collider.Raycast(inverseRay, out hitInfo, rayLength))
  94. break;
  95. float deltaExtraDistance = rayLength - (hitInfo.distance - PrecisionSlush);
  96. if (deltaExtraDistance < PrecisionSlush)
  97. break;
  98. extraDistance += deltaExtraDistance;
  99. rayLength = hitInfo.distance - PrecisionSlush;
  100. if (rayLength < PrecisionSlush)
  101. break;
  102. ray.origin = inverseRay.GetPoint(rayLength);
  103. }
  104. return false;
  105. }
  106. void PlaceReticle(CinemachineBrain brain)
  107. {
  108. if (brain == null || brain != Brain || ReticleImage == null || brain.OutputCamera == null)
  109. return;
  110. PlaceTarget(); // To eliminate judder
  111. CameraState state = brain.CurrentCameraState;
  112. var cam = brain.OutputCamera;
  113. var r = cam.WorldToScreenPoint(transform.position);
  114. var r2 = new Vector2(r.x - cam.pixelWidth * 0.5f, r.y - cam.pixelHeight * 0.5f);
  115. ReticleImage.anchoredPosition = r2;
  116. }
  117. }