using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
///
/// Feeds mouse input into a so the camera
/// orbits the follow target. Mouse movement drives yaw/pitch, the wheel zooms.
/// The orbit behaviour depends on (usually set by the
/// GameModeManager). Attach to the camera rig (the CinemachineOrbitalFollow).
///
[RequireComponent(typeof(CinemachineOrbitalFollow))]
[DisallowMultipleComponent]
public class ThirdPersonOrbitInput : MonoBehaviour
{
public enum OrbitLookMode
{
/// Rotate with every mouse move; cursor locked/hidden.
AlwaysActive,
/// Rotate only while the right mouse button is held; cursor free otherwise.
HoldRightMouseButton,
/// No rotation; cursor free.
Disabled
}
[Header("Look Mode")]
[Tooltip("How the camera orbit is driven (usually set by GameModeManager).")]
[SerializeField] private OrbitLookMode lookMode = OrbitLookMode.AlwaysActive;
[Header("Rotation")]
[Tooltip("Horizontal look sensitivity (degrees of yaw per pixel).")]
public float horizontalSensitivity = 0.2f;
[Tooltip("Vertical look sensitivity (degrees of pitch per pixel).")]
public float verticalSensitivity = 0.15f;
[Tooltip("Invert vertical look (mouse up tilts the camera down).")]
public bool invertY = false;
[Tooltip("Eases orbit rotation so quick mouse moves ramp in/out (higher = snappier, 0 = raw/instant).")]
public float rotationSmoothing = 20f;
[Header("Zoom")]
[Tooltip("Mouse wheel zooms the camera in and out (changes orbit radius).")]
public bool enableZoom = true;
[Tooltip("Scale the zoom range, step and default radius by the follow target's size (PlayerScaler), " +
"so a small (Hider) or large (Hunter) player is framed at the same body-relative distance. " +
"The radius fields below are then size-1 design values, multiplied by the target's scale at " +
"runtime. Off = absolute world units regardless of player size.")]
public bool scaleWithTarget = true;
[Tooltip("World units the orbit radius changes per mouse wheel notch (size-1 design value; scaled by " +
"the target when Scale With Target is on).")]
public float zoomSpeed = 0.5f;
[Tooltip("Eases the orbit radius toward the zoom target (higher = snappier, 0 = instant).")]
public float zoomSmoothing = 10f;
[Tooltip("Closest orbit radius / zoom in (size-1 design value; scaled by the target).")]
public float minRadius = 1.5f;
[Tooltip("Farthest orbit radius / zoom out (size-1 design value; scaled by the target).")]
public float maxRadius = 8f;
[Tooltip("Orbit radius applied when the camera (re)binds to a player - the starting zoom level " +
"(size-1 design value; scaled by the target). Set so the bound player is comfortably framed.")]
public float defaultRadius = 4.5f;
[Header("Cursor")]
[Tooltip("Lock and hide the cursor while the camera is actively rotating.")]
public bool manageCursor = true;
CinemachineOrbitalFollow _orbit;
Vector2 _smoothedLook; // low-pass-filtered look delta (deg/frame) for eased rotation
float _targetRadius; // zoom radius the actual radius eases toward
bool _zoomInit; // _targetRadius seeded from the live radius yet?
/// Current orbit mode. Setting it also refreshes the cursor state.
public OrbitLookMode LookMode
{
get => lookMode;
set { lookMode = value; ApplyCursorState(); }
}
///
/// While true, mouse-look is paused (orbit frozen) without changing the cursor
/// state. The player controller sets this while dragging the wall-climb offset so
/// the same mouse motion is not also spent orbiting the camera.
///
public bool LookSuppressed { get; set; }
void Awake()
{
_orbit = GetComponent();
if (!_orbit)
Debug.LogError("[ThirdPersonOrbitInput] No CinemachineOrbitalFollow found on this GameObject.", this);
}
void OnEnable() => ApplyCursorState();
void OnDisable() => SetCursorLocked(false);
/// Uniform scale of the current follow target (1 when none, or when Scale With Target is off).
/// The zoom range, step and default radius are multiplied by this so the framing is body-relative across
/// player sizes. PlayerScaler keeps the player uniformly scaled, so a single lossyScale component is exact.
float CurrentScale()
{
if (!scaleWithTarget || !_orbit) return 1f;
Transform t = _orbit.FollowTarget;
return t ? Mathf.Max(0.0001f, t.lossyScale.x) : 1f;
}
/// Snaps the zoom to the scaled default radius. Called when a new avatar binds (see
/// GameModeManager.BindLocalPlayer) so each player starts at its body-relative default zoom instead of
/// inheriting the previous avatar's radius.
public void ResetZoom()
{
if (!_orbit) return;
_targetRadius = defaultRadius * CurrentScale();
_orbit.Radius = _targetRadius;
_zoomInit = true;
}
void Update()
{
if (!_orbit)
return;
bool modeWantsLook = ShouldRotate();
if (manageCursor)
SetCursorLocked(modeWantsLook);
if (modeWantsLook && !LookSuppressed)
{
Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
Vector2 raw = new Vector2(
delta.x * horizontalSensitivity,
delta.y * verticalSensitivity * (invertY ? 1f : -1f));
// Ease the per-frame look toward the raw delta so fast flicks ramp in/out
// instead of snapping; steady motion still converges to full sensitivity.
Vector2 applied = rotationSmoothing > 0f
? (_smoothedLook = Vector2.Lerp(_smoothedLook, raw, 1f - Mathf.Exp(-rotationSmoothing * Time.deltaTime)))
: raw;
if (applied.sqrMagnitude > 0f)
{
ApplyAxisDelta(ref _orbit.HorizontalAxis, applied.x);
ApplyAxisDelta(ref _orbit.VerticalAxis, applied.y);
}
}
else
{
_smoothedLook = Vector2.zero;
}
if (enableZoom)
{
if (!_zoomInit)
{
// Seed the starting zoom at the scaled default (not the live radius) so a fresh bind frames
// the player body-relative; ResetZoom() does the same on an explicit (re)bind.
_targetRadius = defaultRadius * CurrentScale();
_orbit.Radius = _targetRadius;
_zoomInit = true;
}
float scale = CurrentScale();
// Shift+wheel is reserved for the paint brush resize (MeshPainter), so the orbit camera
// ignores the wheel while Shift is held - otherwise it would zoom and resize at once.
float scroll = ShiftHeld() ? 0f : ReadScroll();
if (!Mathf.Approximately(scroll, 0f))
{
// One wheel notch = one zoom step (sign only), independent of the platform's raw wheel
// magnitude. Scrolling up zooms in. Step scales with the player so the number of notches to
// cross the range is the same at every size.
_targetRadius -= Mathf.Sign(scroll) * zoomSpeed * scale;
}
// Clamp every frame against the scaled range so a runtime size change (PlayerScaler grow/shrink)
// keeps the target in-range instead of sticking at a stale absolute bound.
_targetRadius = Mathf.Clamp(_targetRadius, minRadius * scale, maxRadius * scale);
// Ease the actual radius toward the target (frame-rate independent).
_orbit.Radius = zoomSmoothing > 0f
? Mathf.Lerp(_orbit.Radius, _targetRadius, 1f - Mathf.Exp(-zoomSmoothing * Time.deltaTime))
: _targetRadius;
}
}
bool ShouldRotate()
{
switch (lookMode)
{
case OrbitLookMode.AlwaysActive: return true;
case OrbitLookMode.HoldRightMouseButton: return IsRightMouseHeld();
default: return false;
}
}
void ApplyCursorState()
{
if (manageCursor)
SetCursorLocked(ShouldRotate());
}
/// Adds to an input axis; wrapping axes wrap, others clamp to their range.
static void ApplyAxisDelta(ref InputAxis axis, float amount)
{
float value = axis.Value + amount;
float min = axis.Range.x;
float max = axis.Range.y;
if (axis.Wrap && max > min)
{
float span = max - min;
value = ((value - min) % span + span) % span + min;
}
else
{
value = Mathf.Clamp(value, min, max);
}
axis.Value = value;
}
static void SetCursorLocked(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
bool IsRightMouseHeld()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null && Mouse.current.rightButton.isPressed;
#else
return Input.GetMouseButton(1);
#endif
}
static bool ShiftHeld()
{
#if ENABLE_INPUT_SYSTEM
var kb = Keyboard.current;
if (kb != null) return kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed;
#endif
#if ENABLE_LEGACY_INPUT_MANAGER
return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
#else
return false;
#endif
}
Vector2 ReadMouseDelta()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.delta.ReadValue() : Vector2.zero;
#else
return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * 10f;
#endif
}
float ReadScroll()
{
#if ENABLE_INPUT_SYSTEM
// Raw wheel delta; only its sign is used (one notch = one zoom step).
return Mouse.current != null ? Mouse.current.scroll.ReadValue().y : 0f;
#else
return Input.GetAxis("Mouse ScrollWheel");
#endif
}
}