Files
chameleon/Assets/Scripts/ThirdPersonOrbitInput.cs
T
adminandClaude Opus 4.8 dcb1fc42a6 Add game mode manager with player-control and paint modes
Introduce an extensible game mode system toggled with Tab:
- Player Control: WASD movement with always-on mouse camera orbit
- Paint: player frozen, left-click paints, right-click holds to orbit

Add GameMode base class, GameModeManager, and the two concrete modes.
Refactor controlled scripts to expose clean state flags instead of
handling input themselves: ThirdPersonOrbitInput.LookMode,
PlayerCharacterController.ControlEnabled, MeshPainter.PaintingEnabled.

Also fix camera zoom: remove the obsolete /120 wheel normalization so
one scroll notch maps to one zoomSpeed step under the new Input System.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 15:13:46 +02:00

221 lines
7.5 KiB
C#

using UnityEngine;
using Unity.Cinemachine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/// <summary>
/// Feeds mouse input into a <see cref="CinemachineOrbitalFollow"/> so the camera
/// orbits around the follow target like a classic third-person camera.
///
/// How the orbit is driven is controlled by <see cref="LookMode"/>:
/// * AlwaysActive - rotates with every mouse move, cursor locked/hidden.
/// * HoldRightMouseButton - rotates only while the right mouse button is held;
/// the cursor is free otherwise (so the left button can paint).
/// * Disabled - no rotation, cursor free.
///
/// The look mode is normally set by the GameModeManager when switching modes,
/// but can also be configured directly in the Inspector for standalone use.
///
/// Horizontal/vertical mouse movement drives the orbital axes (yaw/pitch); the
/// mouse wheel zooms by changing the orbit radius. The script reads the new Input
/// System (Mouse.current / Keyboard.current) when enabled and falls back to the
/// legacy Input Manager otherwise. The project currently runs the new Input System only.
///
/// Attach this to the same GameObject as the CinemachineCamera /
/// CinemachineOrbitalFollow (the camera rig, not the player).
/// </summary>
[RequireComponent(typeof(CinemachineOrbitalFollow))]
[DisallowMultipleComponent]
public class ThirdPersonOrbitInput : MonoBehaviour
{
/// <summary>How the camera orbit is driven.</summary>
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:\n" +
"AlwaysActive = rotates with every mouse move (cursor locked).\n" +
"HoldRightMouseButton = rotates only while RMB is held (cursor free otherwise).\n" +
"Disabled = no rotation.")]
[SerializeField] private OrbitLookMode lookMode = OrbitLookMode.AlwaysActive;
[Header("Rotation")]
[Tooltip("Horizontal look sensitivity in degrees of yaw per pixel of mouse movement.")]
public float horizontalSensitivity = 0.2f;
[Tooltip("Vertical look sensitivity in degrees of pitch per pixel of mouse movement.")]
public float verticalSensitivity = 0.15f;
[Tooltip("If ON, moving the mouse up tilts the camera down (inverted pitch).")]
public bool invertY = false;
[Header("Zoom")]
[Tooltip("If ON, the mouse wheel zooms the camera in and out (changes orbit radius).")]
public bool enableZoom = true;
[Tooltip("How many world units the orbit radius changes per mouse wheel notch.")]
public float zoomSpeed = 0.5f;
[Tooltip("Closest the camera can zoom in (orbit radius in units).")]
public float minRadius = 1.5f;
[Tooltip("Farthest the camera can zoom out (orbit radius in units).")]
public float maxRadius = 8f;
[Header("Cursor")]
[Tooltip("If ON, the cursor is locked and hidden while the camera is actively " +
"rotating, and freed otherwise so you can use the mouse normally.")]
public bool manageCursor = true;
CinemachineOrbitalFollow _orbit;
/// <summary>
/// How the camera orbit is currently driven. Setting this also updates the
/// cursor state immediately (e.g. when GameModeManager switches modes).
/// </summary>
public OrbitLookMode LookMode
{
get => lookMode;
set { lookMode = value; ApplyCursorState(); }
}
void Awake()
{
_orbit = GetComponent<CinemachineOrbitalFollow>();
if (_orbit == null)
Debug.LogError("[ThirdPersonOrbitInput] No CinemachineOrbitalFollow found on this GameObject.", this);
}
void OnEnable()
{
ApplyCursorState();
}
void OnDisable()
{
// Make sure we never leave the cursor locked/hidden when this is turned off.
SetCursorLocked(false);
}
void Update()
{
if (_orbit == null)
return;
bool rotating = ShouldRotate();
// Keep the cursor in sync every frame: in HoldRightMouseButton mode the
// lock state follows the right mouse button.
if (manageCursor)
SetCursorLocked(rotating);
if (rotating)
{
Vector2 delta = ReadMouseDelta();
if (delta.sqrMagnitude > 0f)
{
ApplyAxisDelta(ref _orbit.HorizontalAxis, delta.x * horizontalSensitivity);
float pitch = delta.y * verticalSensitivity * (invertY ? 1f : -1f);
ApplyAxisDelta(ref _orbit.VerticalAxis, pitch);
}
}
if (enableZoom)
{
float scroll = ReadScroll();
if (!Mathf.Approximately(scroll, 0f))
{
// One wheel notch = one zoom step. Use only the sign so the step
// size is exactly zoomSpeed regardless of the platform's raw wheel
// magnitude (the new Input System reports ~1 per notch, the legacy
// Windows path used ~120). Scrolling up (positive) zooms in.
_orbit.Radius = Mathf.Clamp(_orbit.Radius - Mathf.Sign(scroll) * zoomSpeed, minRadius, maxRadius);
}
}
}
/// <summary>Whether the camera should orbit this frame, based on the look mode.</summary>
bool ShouldRotate()
{
switch (lookMode)
{
case OrbitLookMode.AlwaysActive: return true;
case OrbitLookMode.HoldRightMouseButton: return IsRightMouseHeld();
default: return false;
}
}
void ApplyCursorState()
{
if (manageCursor)
SetCursorLocked(ShouldRotate());
}
/// <summary>
/// Adds <paramref name="amount"/> to an input axis, respecting its range:
/// wrapping axes (e.g. yaw) wrap around, non-wrapping axes (e.g. pitch) clamp.
/// </summary>
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
}
Vector2 ReadMouseDelta()
{
#if ENABLE_INPUT_SYSTEM
// Mouse.current.delta is already the per-frame pixel movement (no deltaTime).
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 in Update (one notch = one zoom
// step), so the platform-dependent magnitude does not matter here.
return Mouse.current != null ? Mouse.current.scroll.ReadValue().y : 0f;
#else
return Input.GetAxis("Mouse ScrollWheel");
#endif
}
}