using UnityEngine; using Unity.Cinemachine; #if ENABLE_INPUT_SYSTEM using UnityEngine.InputSystem; #endif /// /// Free-flying spectator camera on its own dedicated : WASD flight relative /// to the view, Q/E (or Space/Left Ctrl) for down/up, mouse look. A /// capsule makes it slide along world geometry instead of clipping. Driven by /// via ; while inactive this component does nothing. /// [RequireComponent(typeof(CharacterController))] [DisallowMultipleComponent] public class FreeCamController : MonoBehaviour { [Header("Flight")] [Tooltip("Base flight speed (units/second).")] public float moveSpeed = 6f; [Tooltip("Speed multiplier while the sprint key (Left Shift) is held.")] public float sprintMultiplier = 3f; [Header("Look")] [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("Pitch is clamped to +/- this angle (degrees) so the camera never flips over.")] [Range(1f, 89.9f)] public float maxPitch = 89f; [Header("Smoothing")] [Tooltip("Acceleration/deceleration smoothing for flight, in seconds. 0 = instant (snappy starts/stops); higher = floatier ramp-up and coast-down.")] [Range(0f, 1f)] public float moveSmoothTime = 0.12f; [Tooltip("Look smoothing, in seconds. 0 = raw mouse (instant); small values take the edge off jitter without feeling laggy.")] [Range(0f, 0.3f)] public float lookSmoothTime = 0.04f; [Header("Camera")] [Tooltip("Priority the dedicated CinemachineCamera takes while active (must beat the gameplay camera).")] public int activePriority = 100; [Tooltip("Priority the dedicated CinemachineCamera rests at while inactive (must lose to the gameplay camera).")] public int inactivePriority = -100; CharacterController _controller; CinemachineCamera _vcam; SmoothedLook _look; // yaw/pitch accumulator + smoothing shared with first person Vector3 _moveVelocity; // smoothed world-space flight velocity Vector3 _moveVelocityRef; void Awake() { _controller = GetComponent(); _vcam = GetComponent(); if (!_vcam) Debug.LogError("[FreeCamController] No CinemachineCamera on this GameObject; freecam cannot go live.", this); else _vcam.Priority = inactivePriority; // Dormant until FreeCamMode enters: disable the capsule too, otherwise it lingers as a live // collider sitting in the play area and blocks players who walk into it (a CharacterController // stays a physics collider on its own, independent of this self-disabled script). _controller.enabled = false; enabled = false; } /// Enter/leave freecam. Raises/lowers the vcam priority, snaps to the live view and /// manages the cursor. Called by . public void SetActive(bool active) { if (_vcam) _vcam.Priority = active ? activePriority : inactivePriority; // Only a flying freecam needs its capsule; keep it out of the physics world otherwise so it // never blocks players. Must be enabled before SyncToCurrentView, whose teleport preserves the // current enabled state around the position write. _controller.enabled = active; if (active) { IgnorePlayerCollision(); SyncToCurrentView(); InputUtil.SetCursorLocked(true); } else { InputUtil.SetCursorLocked(false); } enabled = active; } void Update() { LookTick(); MoveTick(); } void LookTick() { Vector2 delta = InputUtil.ReadMouseDelta() * MouseSensitivity.Multiplier; _look.Tick(delta, horizontalSensitivity, verticalSensitivity, invertY, maxPitch, lookSmoothTime); // Rotation is unconstrained by the CharacterController; only position is. transform.rotation = _look.Rotation; } void MoveTick() { Vector3 dir = ReadMoveDirection(); if (dir.sqrMagnitude > 1f) dir.Normalize(); float speed = moveSpeed * (SprintHeld() ? sprintMultiplier : 1f); Vector3 targetVelocity = dir * speed; // SmoothDamp eases accel/decel and is already dt-correct; 0 collapses to instant. _moveVelocity = moveSmoothTime > 0f ? Vector3.SmoothDamp(_moveVelocity, targetVelocity, ref _moveVelocityRef, moveSmoothTime) : targetVelocity; _controller.Move(_moveVelocity * Time.deltaTime); } /// Place the rig at the currently rendered view so going live produces no visible jump. void SyncToCurrentView() { var cam = Camera.main; if (!cam) return; CharacterTeleport.Move(_controller, transform, cam.transform.position, cam.transform.rotation); _look.SyncTo(transform.rotation, maxPitch); _moveVelocity = Vector3.zero; _moveVelocityRef = Vector3.zero; } /// Stop the freecam capsule from being blocked by the frozen players' capsules. Re-runs on /// every activation on purpose: Physics.IgnoreCollision is reset when the freecam capsule is toggled /// off/on, and the roster of live players can differ between spectate sessions. void IgnorePlayerCollision() { foreach (var player in FindObjectsByType(FindObjectsSortMode.None)) { var playerCC = player.GetComponent(); // Only an enabled capsule can take part in a collision-ignore (a spectator's body has its CC // disabled, and there is nothing to collide with there anyway). if (playerCC && playerCC.enabled) Physics.IgnoreCollision(_controller, playerCC, true); } } Vector3 ReadMoveDirection() { Vector3 dir = Vector3.zero; #if ENABLE_INPUT_SYSTEM var kb = Keyboard.current; if (kb != null) { if (kb.wKey.isPressed) dir += transform.forward; if (kb.sKey.isPressed) dir -= transform.forward; if (kb.dKey.isPressed) dir += transform.right; if (kb.aKey.isPressed) dir -= transform.right; if (kb.eKey.isPressed || kb.spaceKey.isPressed) dir += Vector3.up; if (kb.qKey.isPressed || kb.leftCtrlKey.isPressed) dir -= Vector3.up; } #else dir += transform.forward * Input.GetAxisRaw("Vertical"); dir += transform.right * Input.GetAxisRaw("Horizontal"); if (Input.GetKey(KeyCode.E) || Input.GetKey(KeyCode.Space)) dir += Vector3.up; if (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.LeftControl)) dir -= Vector3.up; #endif return dir; } bool SprintHeld() { #if ENABLE_INPUT_SYSTEM return Keyboard.current != null && Keyboard.current.leftShiftKey.isPressed; #else return Input.GetKey(KeyCode.LeftShift); #endif } }