Files
chameleon/Assets/Scripts/Components/Controller/ThirdPersonOrbitInput.cs
T
adminandClaude Fable 5 6c03e5d3f6 Refactor Assets/Scripts: trim restating comments, minor structure cleanups
Sweep over 48 files (Editor/ excluded): remove comments that restate the
code, condense class summaries, fix three stale doc statements
(HsvColorPicker alpha bar, PaintHud layoutPrefab, MasterVolume
FallbackDefault). Inline two single-use wrappers (IsPointerOverUi,
BuildModes), drop an unused using, replace a magic literal with the
existing ParallaxBase constant, and convert ~10 UnityEngine.Object null
checks to the implicit-bool convention. No serialized fields, signatures,
RPC/NetworkVariable names, defaults, or #if blocks touched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 08:29:18 +02:00

349 lines
16 KiB
C#

using UnityEngine;
using Unity.Cinemachine;
/// <summary>
/// Feeds mouse input into a <see cref="CinemachineOrbitalFollow"/>: mouse movement drives yaw/pitch,
/// the wheel zooms, middle-mouse pans (paint mode only). Orbit behaviour depends on
/// <see cref="LookMode"/> (usually set by the GameModeManager). Attach to the camera rig.
/// </summary>
[RequireComponent(typeof(CinemachineOrbitalFollow))]
[DisallowMultipleComponent]
public class ThirdPersonOrbitInput : MonoBehaviour
{
public enum OrbitLookMode
{
/// <summary>Rotate with every mouse move; cursor locked/hidden.</summary>
AlwaysActive,
/// <summary>Rotate only while the right mouse button is held; cursor free otherwise.</summary>
HoldRightMouseButton,
/// <summary>No rotation; cursor free.</summary>
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("Pan (middle mouse)")]
[Tooltip("Hold the middle mouse button and drag to pan the camera framing - a temporary offset to bring an " +
"awkward spot of the model in front of the lens for painting. The pan stays put on release and only " +
"glides back to center when paint mode is left. Enabled only while PaintMode is active.")]
public bool enablePan = true;
[Tooltip("World units the pan offset moves per pixel of mouse drag, measured at the default zoom. It then " +
"scales with the live zoom distance so the model slides the same amount on screen per pixel at any " +
"zoom (closer in = finer). Body scale is folded in automatically via the orbit radius.")]
public float panSensitivity = 0.004f;
[Tooltip("Farthest the framing can pan from center, in world units (body scale folded in). This is NOT scaled " +
"by zoom, so the maximum pan distance stays the same at every zoom level - only the sensitivity changes.")]
public float panMaxDistance = 1f;
[Tooltip("How snappily the pan glides back to center when paint mode is left (1/second; 0 = snaps home " +
"instantly). The pan stays put on middle-button release - it only returns on leaving paint mode.")]
public float panReturnSpeed = 14f;
[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?
Vector2 _pan; // accumulated pan in camera-space units (x=right, y=up); stays put on release, eases to 0 on leaving paint mode
CinemachineCameraOffset _camOffset; // post-aim extension that slides the whole framing (true pan, not an orbit arc)
/// <summary>Current orbit mode. Setting it also refreshes the cursor state.</summary>
public OrbitLookMode LookMode
{
get => lookMode;
set { lookMode = value; ApplyCursorState(); }
}
/// <summary>
/// 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.
/// </summary>
public bool LookSuppressed { get; set; }
/// <summary>While true, holding the middle mouse button and dragging pans the camera framing - a temporary
/// look-point offset that stays put on release. Set by PaintMode so the pan is only available while painting;
/// clearing it (on leaving paint mode) is what glides the framing back home.</summary>
public bool PanEnabled { get; set; }
void Awake()
{
_orbit = GetComponent<CinemachineOrbitalFollow>();
if (!_orbit)
Debug.LogError("[ThirdPersonOrbitInput] No CinemachineOrbitalFollow found on this GameObject.", this);
// The pan rides a CinemachineCameraOffset extension applied AFTER aim with PreserveComposition off: it
// shifts the camera position AND the look-at point by the same world vector, so the framing translates
// (the model slides across the screen) instead of re-aiming back to center like a body TargetOffset
// would. Offset is camera-local (x=right, y=up). Added at runtime so no scene/prefab authoring is needed.
if (enablePan)
{
_camOffset = GetComponent<CinemachineCameraOffset>();
if (!_camOffset) _camOffset = gameObject.AddComponent<CinemachineCameraOffset>();
_camOffset.ApplyAfter = CinemachineCore.Stage.Aim;
_camOffset.PreserveComposition = false;
_camOffset.Offset = Vector3.zero;
}
}
void OnEnable() => ApplyCursorState();
void OnDisable()
{
InputUtil.SetCursorLocked(false);
// Deliberately DON'T zero the pan: only FreeCamMode disables this component, and the freecam
// snaps to the live (still panned) view - resetting now would jump the blend-FROM camera to
// center while the freecam sits at the panned pose (the visible snap on the paint->freecam
// switch). Frozen offset = blend-from == blend-to; the pan glides home once the orbit runs again.
}
/// <summary>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.</summary>
float CurrentScale()
{
if (!scaleWithTarget || !_orbit) return 1f;
Transform t = _orbit.FollowTarget;
return t ? Mathf.Max(0.0001f, t.lossyScale.x) : 1f;
}
/// <summary>Pan-SENSITIVITY scale with the live zoom: radius / defaultRadius = 1 at the default zoom,
/// finer zoomed in, coarser zoomed out - the model slides the same amount ON SCREEN per pixel at any
/// zoom. Body scale cancels out (the radius already embeds it). The clamp deliberately does NOT use
/// this: panMaxDistance stays body-relative only, constant across zoom levels.</summary>
float PanZoomScale() => _orbit ? _orbit.Radius / Mathf.Max(0.0001f, defaultRadius) : 1f;
/// <summary>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.</summary>
public void ResetZoom()
{
if (!_orbit) return;
_targetRadius = defaultRadius * CurrentScale();
_orbit.Radius = _targetRadius;
_zoomInit = true;
}
/// <summary>Snaps the orbit axes to Camera.main's current view direction so the next orbit mode keeps
/// that facing instead of the orbit's last-used angle. Called when switching out of a non-orbit rig:
/// Camera.main still shows that rig's view this frame (the brain hasn't blended yet), so the read is
/// exact. With WorldSpace binding + Sphere orbit + a centered composer the look rotation is exactly
/// Euler(VerticalAxis, HorizontalAxis, 0).</summary>
public void SyncToView()
{
if (!_orbit) return;
var cam = Camera.main;
if (!cam) return;
Vector3 e = cam.transform.rotation.eulerAngles;
SetAxisValue(ref _orbit.HorizontalAxis, e.y > 180f ? e.y - 360f : e.y);
SetAxisValue(ref _orbit.VerticalAxis, e.x > 180f ? e.x - 360f : e.x);
// Drop any eased look carry-over so the snapped angle isn't immediately dragged back.
_smoothedLook = Vector2.zero;
}
void Update()
{
if (!_orbit)
return;
bool modeWantsLook = ShouldRotate();
if (manageCursor)
InputUtil.SetCursorLocked(modeWantsLook);
if (modeWantsLook && !LookSuppressed)
{
Vector2 delta = InputUtil.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();
// The wheel belongs to the UI when the pointer is over an interactive element (e.g. a scroll
// list), so it scrolls the UI instead of zooming. Shift/Ctrl+wheel is likewise reserved for the
// paint brush resize (MeshPainter) - but only in paint mode (PanEnabled), where the resize
// actually claims the wheel; outside paint mode Shift is the sprint key, so the wheel must zoom.
bool wheelClaimed = InputUtil.PointerOverUi()
|| (PanEnabled && (InputUtil.ShiftHeld() || InputUtil.CtrlHeld()));
float scroll = wheelClaimed ? 0f : InputUtil.ReadScroll();
if (!Mathf.Approximately(scroll, 0f))
{
// One wheel notch = one zoom step (sign only, platform-independent). The step scales with
// the player so the notch count 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;
}
UpdatePan(Time.deltaTime);
}
bool ShouldRotate()
{
switch (lookMode)
{
case OrbitLookMode.AlwaysActive: return true;
case OrbitLookMode.HoldRightMouseButton: return InputUtil.RightMouseHeld();
default: return false;
}
}
void ApplyCursorState()
{
if (manageCursor)
InputUtil.SetCursorLocked(ShouldRotate());
}
/// <summary>Adds to an input axis; wrapping axes wrap, others clamp to their range.</summary>
static void ApplyAxisDelta(ref InputAxis axis, float amount)
=> SetAxisValue(ref axis, axis.Value + amount);
/// <summary>Sets an input axis to an absolute value; wrapping axes wrap, others clamp to their range.</summary>
static void SetAxisValue(ref InputAxis axis, float value)
{
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;
}
/// <summary>Middle-mouse pan (while PaintMode enables it): slides the whole framing along the screen
/// right/up axes via the camera-offset extension - a temporary offset to line up an awkward spot of
/// the model for painting. Eases home outside paint mode / while the orbit is Disabled.</summary>
void UpdatePan(float dt)
{
if (!enablePan || !_camOffset)
return;
bool active = PanEnabled && lookMode != OrbitLookMode.Disabled;
float zoom = PanZoomScale();
if (active && InputUtil.MiddleMouseHeld())
{
Vector2 d = InputUtil.ReadMouseDelta() * MouseSensitivity.Multiplier;
// Subtracting gives a hand-tool feel (the model follows the cursor). The step scales with the
// zoom (same on-screen feel, see PanZoomScale); the clamp stays body-relative only.
_pan -= d * (panSensitivity * zoom);
_pan = Vector2.ClampMagnitude(_pan, panMaxDistance * CurrentScale());
}
else if (active)
{
return; // still painting, middle button released - hold the pan where it was left
}
else if (_pan != Vector2.zero)
{
// Left paint mode (or look disabled) - glide the framing back to center.
if (panReturnSpeed > 0f)
_pan = Vector2.Lerp(_pan, Vector2.zero, 1f - Mathf.Exp(-panReturnSpeed * dt));
else
_pan = Vector2.zero;
// Snap the last sliver so the offset settles exactly on center and this branch stops running.
if (_pan.sqrMagnitude < 1e-8f)
_pan = Vector2.zero;
}
else
{
return; // at rest and not panning - nothing to write
}
// Offset is camera-local (x=right, y=up); the extension translates eye + look-at together -> true pan.
_camOffset.Offset = new Vector3(_pan.x, _pan.y, 0f);
}
}