Files
chameleon/Assets/Scripts/Components/Controller/FreeCamController.cs
T
adminandClaude Opus 4.8 0c0a250015 Fix players colliding with the idle FreeCamera capsule
The FreeCamera's CharacterController stayed enabled permanently, so its
invisible capsule sat in the play area at (0,1,0) and blocked players even
when the freecam was not in use: the controller script disables only itself
in Awake, not the independent CharacterController collider.

Keep the capsule out of the physics world unless the freecam is actually
flying: disable it in Awake and toggle it with SetActive (enabled before the
teleport in SyncToCurrentView, which preserves the current enabled state).
Also ignore collision against all live players instead of just the first on
each activation, since Physics.IgnoreCollision is reset when the capsule is
toggled off and back on.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 20:06:53 +02:00

199 lines
7.6 KiB
C#

using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Free-flying spectator camera. Drives its OWN dedicated <see cref="CinemachineCamera"/> by moving
/// this transform with WASD (relative to where it looks), Q/E (or Space/Left&#160;Ctrl) for down/up
/// and the mouse for look. Collision is a <see cref="CharacterController"/> capsule sized like the
/// player's, so the freecam slides along world geometry instead of clipping through walls/floors.
///
/// Activation is driven by <see cref="FreeCamMode"/> via <see cref="SetActive"/>: it raises the vcam
/// priority so the CinemachineBrain blends to it, snaps the rig to the current view (no jump) and
/// locks the cursor. While inactive the vcam rests at a low priority and this component does nothing.
/// </summary>
[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<CharacterController>();
_vcam = GetComponent<CinemachineCamera>();
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;
}
/// <summary>Enter/leave freecam. Raises/lowers the vcam priority, snaps to the live view and
/// manages the cursor. Called by <see cref="FreeCamMode"/>.</summary>
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);
}
/// <summary>Place the rig at the currently rendered view so going live produces no visible jump.</summary>
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;
}
/// <summary>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.</summary>
void IgnorePlayerCollision()
{
foreach (var player in FindObjectsByType<PlayerCharacterController>(FindObjectsSortMode.None))
{
var playerCC = player.GetComponent<CharacterController>();
// 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
}
}