Files
Infratest/Assets/Code/Infrastructure/Camera/CameraStates/FirstPersonCameraState.cs
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ThomasCharester 5f5ace1b52 Essentials + extra crap
Loadings
Startups
Movement
Camera
2026-01-12 18:43:51 +03:00

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using Code.Example.Liminal.Player;
using Code.Infrastructure.Generators;
using Code.Infrastructure.Input;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Code.Infrastructure.Camera.CameraStates
{
[State(typeof(CameraMode),typeof(CameraStateMachineContext), true)]
public partial class FirstPersonCameraState : BaseCameraState
{
private CameraSettingsConfig _settings;
public FirstPersonCameraState(CameraStateMachineContext context, EventBus.EventBus eventBus) : base(context, eventBus)
{
}
public override CameraMode myState => CameraMode.FirstPerson;
protected override void OnEnterState()
{
_settings = Context.cameraLoadedData.SettingsConfigs[myState];
Context.InputService.BindActionPerformed((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookPerformed);
Context.InputService.BindActionCancel((int)ActionMappings.Gameplay, (int) GameplayActions.Look, OnLookCanceled);
}
protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation)
{
// Вращение вокруг вертикальной оси (горизонтальный поворот)
var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * _settings.rotationSpeed));
PlanarDirection = rotationFromInput * PlanarDirection;
var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);
// Вращение вокруг горизонтальной оси (вертикальный наклон)
TargetVerticalAngle -= rotationInput.y * _settings.rotationSpeed;
TargetVerticalAngle = Mathf.Clamp(TargetVerticalAngle, _settings.minVerticalAngle, _settings.maxVerticalAngle);
var verticalRotation = Quaternion.Euler(TargetVerticalAngle, 0, 0);
// Интерполяция к целевому вращению для плавности
targetRotation = Quaternion.Slerp(Context.cameraLoadedData.Camera.transform.rotation, planarRotation * verticalRotation, deltaTime * _settings.rotationSharpness);
// Применение финального вращения
Context.cameraLoadedData.Camera.transform.rotation = targetRotation;
}
protected override void OnExitState()
{
}
protected override void HandlePosition(float deltaTime, object targetRotation)
{
// Плавное следование за целью с использованием экспоненциального сглаживания
// CurrentFollowPosition = Vector3.Lerp(CurrentFollowPosition, FollowTransform.position, 1f - Mathf.Exp(-_settings.followSharpness * deltaTime));
// В FirstPerson режиме камера находится прямо на позиции цели Да ну нахуй чё правда пиздец
// var targetPosition = CurrentFollowPosition;
// Установка финальной позиции камеры Да ну нахуй чё правда пиздец
Context.cameraLoadedData.Camera.transform.position = FollowTransform.position;
}
private Vector2 _lookInput;
private void OnLookPerformed(InputAction.CallbackContext context)
{
_lookInput = context.ReadValue<Vector2>();
}
private void OnLookCanceled(InputAction.CallbackContext context)
{
_lookInput = Vector2.zero;
}
public override void Update()
{
}
public override void LateUpdate()
{
// Обновляем камеру только если есть цель для следования
// if (FollowTransform)
// {
// UpdateWithInput(Time.deltaTime, _lookInput);
// }
if (_playerMovementController)
{
UpdateWithInput(Time.deltaTime, _lookInput);
_playerMovementController.SetCameraRotation(Context.cameraLoadedData.Camera.transform.rotation);
}
}
public void SetFollowTransform(Transform t)
{
FollowTransform = t;
CurrentFollowPosition = t.position;
PlanarDirection = t.forward; // Начальное направление совпадает с направлением цели
}
private PlayerMovementController _playerMovementController;
public void SetPlayer(PlayerMovementController playerMovementController)
{
_playerMovementController = playerMovementController;
FollowTransform = _playerMovementController.PlayerHeadPoint;
CurrentFollowPosition = _playerMovementController.PlayerHeadPoint.position;
PlanarDirection = _playerMovementController.PlayerHeadPoint.forward; // Начальное направление совпадает с направлением цели
}
}
}