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- using UnityEngine;
- using Cinemachine;
- 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;
- /// <summary>The Vertical axis. Value is -90..90. Controls the vertical orientation</summary>
- [Header("Axis Control")]
- [Tooltip("The Vertical axis. Value is -90..90. Controls the vertical orientation")]
- [AxisStateProperty]
- public AxisState VerticalAxis;
- /// <summary>The Horizontal axis. Value is -180..180. Controls the horizontal orientation</summary>
- [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;
- }
- }
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