Files
PGiZ3/Assets/Code/Gameplay/Camera/CameraController.cs
T
2026-02-18 20:13:09 +03:00

127 lines
4.4 KiB
C#

using Code.DI;
using Code.Input;
using UnityEngine;
namespace Code.Gameplay.Camera
{
public class CameraController : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private float rotationSpeed = 300f;
[SerializeField] private float rotationSharpness = 10f;
[SerializeField] private float followSharpness = 10f;
[SerializeField] private float minVerticalAngle = -90f;
[SerializeField] private float maxVerticalAngle = 90f;
[SerializeField] private float defaultVerticalAngle = 0f;
[Header("Target")]
[SerializeField] private Transform followTransform;
private UnityEngine.Camera _camera;
private Vector3 _currentFollowPosition;
private Vector3 _planarDirection;
private float _targetVerticalAngle;
private IInputService _inputService;
private void Awake()
{
_camera = GetComponent<UnityEngine.Camera>();
if (_camera == null)
{
Debug.LogError("CameraController requires a Camera component!");
enabled = false;
return;
}
Initialize();
}
private void Start()
{
_inputService = FindFirstObjectByType<DIContainer>().Resolve<IInputService>();
}
private void Initialize()
{
_targetVerticalAngle = Mathf.Clamp(defaultVerticalAngle, minVerticalAngle, maxVerticalAngle);
_planarDirection = followTransform != null ? followTransform.forward : Vector3.forward;
_currentFollowPosition = followTransform != null ? followTransform.position : Vector3.zero;
}
private void LateUpdate()
{
if (followTransform != null)
{
UpdateCamera(Time.deltaTime, GetLookInput());
}
}
private void UpdateCamera(float deltaTime, Vector3 lookInput)
{
// Handle rotation
Quaternion targetRotation = HandleRotation(deltaTime, lookInput);
// Handle position
HandlePosition(deltaTime, targetRotation);
}
private Quaternion HandleRotation(float deltaTime, Vector3 lookInput)
{
// Horizontal rotation
Quaternion horizontalRotation = Quaternion.Euler(Vector3.up * (lookInput.x * rotationSpeed));
_planarDirection = horizontalRotation * _planarDirection;
Quaternion planarRotation = Quaternion.LookRotation(_planarDirection, followTransform.up);
// Vertical rotation
_targetVerticalAngle -= lookInput.y * rotationSpeed;
_targetVerticalAngle = Mathf.Clamp(_targetVerticalAngle, minVerticalAngle, maxVerticalAngle);
Quaternion verticalRotation = Quaternion.Euler(_targetVerticalAngle, 0, 0);
// Combine and apply
Quaternion targetRotation = planarRotation * verticalRotation;
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, deltaTime * rotationSharpness);
return targetRotation;
}
private void HandlePosition(float deltaTime, Quaternion targetRotation)
{
_currentFollowPosition = Vector3.Lerp(
_currentFollowPosition,
followTransform.position,
1f - Mathf.Exp(-followSharpness * deltaTime)
);
transform.position = _currentFollowPosition;
}
private Vector3 GetLookInput()
{
// Получите здесь ваш инпут (например, из Input System)
// Это пример для стандартного инпута:
return _inputService.MoveInput;
}
// Публичные методы для получения данных
public Quaternion GetCameraRotation()
{
return transform.rotation;
}
public Vector3 GetPlanarDirection()
{
return _planarDirection;
}
// Метод для установки цели следования
public void SetFollowTransform(Transform target)
{
followTransform = target;
if (target != null)
{
_currentFollowPosition = target.position;
_planarDirection = target.forward;
}
}
}
}