This commit is contained in:
Scove
2026-03-27 12:08:16 +07:00
parent 7b27ae51bc
commit d418535a7b
25 changed files with 565 additions and 537 deletions

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraCharacterFading
{
[Header("Character Fading")]
[SerializeField] private bool useCharacterFading = true;
[SerializeField] private float minVisibleDistance = 1.2f;
[SerializeField] private float fullyHiddenDistance = 0.6f;
[SerializeField] private Renderer[] characterRenderers;
public void HandleCharacterFading(float currentDistance)
{
if (!useCharacterFading || characterRenderers == null || characterRenderers.Length == 0) return;
float alpha = Mathf.InverseLerp(fullyHiddenDistance, minVisibleDistance, currentDistance);
foreach (var renderer in characterRenderers)
{
if (renderer != null)
{
Color color = renderer.material.color;
color.a = alpha;
renderer.material.color = color;
}
}
}
}
}

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fileFormatVersion: 2
guid: 5d5d8d2fa005cd34a92ee259df535130

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraCollisionHandler
{
[Header("Collision Settings")]
[SerializeField] private LayerMask collisionLayers;
[SerializeField] private float cameraRadius = 0.2f;
public float CheckCollision(Vector3 focusPosition, Quaternion currentRotation, float targetDistance, float minimumDistanceAllowed)
{
RaycastHit hit;
Vector3 rayStart = focusPosition;
Vector3 rayDirection = currentRotation * Vector3.back;
if (Physics.SphereCast(rayStart, cameraRadius, rayDirection, out hit, targetDistance, collisionLayers))
{
return Mathf.Max(minimumDistanceAllowed, hit.distance - 0.1f);
}
return targetDistance;
}
}
}

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fileFormatVersion: 2
guid: 57a506759df838e42b577ebdb542500b

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using System;
using UnityEngine;
namespace OnlyScove.Scripts
{
public class CameraController : MonoBehaviour
{
[SerializeField] InputReader inputReader; // Kéo thả Object chứa InputReader vào đây
[SerializeField] InputReader inputReader;
[SerializeField] Transform followTarget;
[SerializeField] float distance = 5;
[SerializeField] float minDistance = 2f;
[SerializeField] float maxDistance = 15f;
[SerializeField] float zoomSensitivity = 1f;
[SerializeField] float sensitivity = 0.1f; // Độ nhạy (chỉnh trong Inspector)
[SerializeField] LayerMask collisionLayers;
[SerializeField] float cameraRadius = 0.2f;
[SerializeField] float positionSmoothTime = 0.12f; // Độ trễ đuổi theo nhân vật
[SerializeField] float rotationSmoothTime = 5f; // Tốc độ làm mượt vòng xoay chuột
[Header("Auto Rotation")]
[SerializeField] bool useAutoRotation = true;
[SerializeField] float autoRotateDelay = 2.5f; // Sau bao lâu không chạm chuột thì xoay
[SerializeField] float autoRotateSpeed = 2f; // Tốc độ xoay về sau lưng
[Header("Occlusion Transparency")]
[SerializeField] bool useTransparency = true;
[SerializeField] LayerMask transparencyLayers;
[SerializeField] float fadeAlpha = 0.3f; // Độ trong suốt (0 là biến mất, 1 là hiện rõ)
[Header("Dynamic FOV")]
[SerializeField] bool useDynamicFOV = true;
[SerializeField] float baseFOV = 60f;
[SerializeField] float sprintFOV = 70f;
[SerializeField] float fovSmoothTime = 5f;
[Header("Character Fading")]
[SerializeField] bool useCharacterFading = true;
[SerializeField] float minVisibleDistance = 1.2f; // Khoảng cách bắt đầu mờ
[SerializeField] float fullyHiddenDistance = 0.6f; // Khoảng cách biến mất hẳn
[SerializeField] Renderer[] characterRenderers; // Kéo các Mesh của nhân vật vào đây
[Header("Side Bias")]
[SerializeField] bool useSideBias = true;
[SerializeField] float horizontalBiasAmount = 0.5f; // Độ lệch sang trái/phải
[SerializeField] float biasSmoothTime = 3f; // Tốc độ chuyển đổi độ lệch
[Header("Camera Shake")]
[SerializeField] bool useShake = true;
private float shakeIntensity = 0f;
private float shakeDuration = 0f;
private float shakeTimer = 0f;
private Vector3 shakeOffset;
[SerializeField] float minVerticalAngle = -45f;
[SerializeField] float maxVerticalAngle = 45f;
[SerializeField] float positionSmoothTime = 0.12f;
[SerializeField] float rotationSmoothTime = 5f;
[SerializeField] Vector2 framingOffset;
[SerializeField] private bool invertX;
[SerializeField] private bool invertY;
private float rotationX;
private float rotationY;
private float invertXVal;
private float invertYVal;
[Header("Components")]
[SerializeField] private CameraRotationHandler rotationHandler = new CameraRotationHandler();
[SerializeField] private CameraZoomHandler zoomHandler = new CameraZoomHandler();
[SerializeField] private CameraCollisionHandler collisionHandler = new CameraCollisionHandler();
[SerializeField] private CameraOcclusionTransparency occlusionTransparency = new CameraOcclusionTransparency();
[SerializeField] private CameraDynamicFOV dynamicFOV = new CameraDynamicFOV();
[SerializeField] private CameraCharacterFading characterFading = new CameraCharacterFading();
[SerializeField] private CameraSideBias sideBias = new CameraSideBias();
[SerializeField] private CameraShakeManager shakeManager = new CameraShakeManager();
private float lastInputTime;
private Vector3 currentVelocity;
private Quaternion currentRotation;
private Camera cam;
private Renderer lastFadedRenderer;
private Color originalColor;
private float currentSideBias;
private Vector3 _currentVelocity;
private Camera _cam;
private void Start()
{
cam = GetComponent<Camera>();
_cam = GetComponent<Camera>();
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
// Khởi tạo vòng xoay hiện tại
rotationX = transform.eulerAngles.x;
rotationY = transform.eulerAngles.y;
currentRotation = transform.rotation;
lastInputTime = Time.time;
rotationHandler.Initialize(transform);
}
private void Update()
{
// Handle Input-related updates first
if (inputReader != null)
{
// Kiểm tra xem có input xoay chuột không
if (inputReader.LookInput.magnitude > 0.01f)
{
lastInputTime = Time.time;
}
invertXVal = (invertX) ? -1 : 1;
invertYVal = (invertY) ? -1 : 1;
rotationX -= inputReader.LookInput.y * invertYVal * sensitivity * Time.deltaTime;
rotationX = Mathf.Clamp(rotationX, minVerticalAngle, maxVerticalAngle);
rotationY += inputReader.LookInput.x * invertXVal * sensitivity * Time.deltaTime;
// Logic Side Bias (Lệch khung hình khi di chuyển)
if (useSideBias)
{
float targetBias = -inputReader.MoveInput.x * horizontalBiasAmount;
currentSideBias = Mathf.Lerp(currentSideBias, targetBias, biasSmoothTime * Time.deltaTime);
}
else
{
currentSideBias = 0;
}
// Logic Tự động xoay sau lưng (Auto-Correction)
if (useAutoRotation && Time.time - lastInputTime > autoRotateDelay)
{
// Chỉ xoay khi nhân vật đang di chuyển
if (inputReader.MoveInput.magnitude > 0.1f)
{
// Lấy hướng nhân vật đang nhìn (Yaw)
float targetYaw = followTarget.eulerAngles.y;
// Dùng LerpAngle để xoay mượt mà về hướng đó
rotationY = Mathf.LerpAngle(rotationY, targetYaw, autoRotateSpeed * Time.deltaTime);
}
}
float scrollDelta = inputReader.ScrollInput.y;
if (Mathf.Abs(scrollDelta) > 0.1f)
{
distance -= scrollDelta * zoomSensitivity * Time.deltaTime;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
rotationHandler.HandleRotation(inputReader, followTarget, rotationSmoothTime);
zoomHandler.HandleZoom(inputReader);
sideBias.HandleSideBias(inputReader);
dynamicFOV.HandleDynamicFOV(_cam, inputReader);
}
// Update camera rotation
transform.rotation = rotationHandler.CurrentRotation;
// Calculate focus position with framing offset and side bias
Vector3 focusPosition = followTarget.position + rotationHandler.CurrentRotation * new Vector3(framingOffset.x + sideBias.CurrentSideBias, framingOffset.y, 0);
// Xoay chuột: Làm mượt bằng Slerp
Quaternion targetRotation = Quaternion.Euler(rotationX, rotationY, 0f);
currentRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
// Handle collision
float targetDistance = collisionHandler.CheckCollision(focusPosition, rotationHandler.CurrentRotation, zoomHandler.CurrentDistance, zoomHandler.MinDistance);
// Vị trí mục tiêu: Áp dụng offset + Side Bias
Vector3 focusPosition = followTarget.position + currentRotation * new Vector3(framingOffset.x + currentSideBias, framingOffset.y, 0);
// Handle character fading
characterFading.HandleCharacterFading(targetDistance);
// Calculate target position
Vector3 targetPosition = focusPosition - rotationHandler.CurrentRotation * new Vector3(0, 0, targetDistance);
// Collision Logic (Dùng currentRotation đã được làm mượt)
float targetDistance = distance;
RaycastHit hit;
Vector3 rayStart = focusPosition;
Vector3 rayDirection = currentRotation * Vector3.back;
if (Physics.SphereCast(rayStart, cameraRadius, rayDirection, out hit, distance, collisionLayers))
{
targetDistance = Mathf.Max(minDistance, hit.distance - 0.1f);
}
// Logic Làm mờ nhân vật (Character Fading)
if (useCharacterFading && characterRenderers != null && characterRenderers.Length > 0)
{
HandleCharacterFading(targetDistance);
}
// Vị trí cuối cùng: Làm mượt bằng SmoothDamp để tạo độ trễ đuổi theo
Vector3 targetPosition = focusPosition - currentRotation * new Vector3(0, 0, targetDistance);
// Handle camera shake
shakeManager.HandleShake();
// Xử lý Camera Shake
if (useShake && shakeTimer > 0)
{
HandleShake();
}
else
{
shakeOffset = Vector3.zero;
}
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref currentVelocity, positionSmoothTime) + shakeOffset;
transform.rotation = currentRotation;
// Logic Làm trong suốt vật cản (Occlusion Transparency)
if (useTransparency)
{
HandleTransparency(focusPosition);
}
// Logic FOV linh hoạt
if (useDynamicFOV && cam != null)
{
HandleDynamicFOV();
}
}
private void HandleDynamicFOV()
{
float targetFOV = baseFOV;
// Nếu đang di chuyển và nhấn giữ nút Sprint
if (inputReader.MoveInput.magnitude > 0.1f && inputReader.IsSprintHeld)
{
targetFOV = sprintFOV;
}
// Làm mượt quá trình thay đổi FOV
cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, targetFOV, fovSmoothTime * Time.deltaTime);
}
private void HandleShake()
{
shakeTimer -= Time.deltaTime;
// Apply final position and rotation
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref _currentVelocity, positionSmoothTime) + shakeManager.ShakeOffset;
// Cường độ rung giảm dần theo thời gian
float currentIntensity = (shakeTimer / shakeDuration) * shakeIntensity;
// Dùng Perlin Noise để tạo rung động mượt mà
float shakeX = (Mathf.PerlinNoise(Time.time * 25f, 0f) - 0.5f) * 2f;
float shakeY = (Mathf.PerlinNoise(0f, Time.time * 25f) - 0.5f) * 2f;
float shakeZ = (Mathf.PerlinNoise(Time.time * 25f, Time.time * 25f) - 0.5f) * 2f;
shakeOffset = new Vector3(shakeX, shakeY, shakeZ) * currentIntensity;
// Handle occlusion transparency (needs camera's final position and rotation)
occlusionTransparency.HandleTransparency(transform, focusPosition);
}
public void Shake(float intensity, float duration)
{
shakeIntensity = intensity;
shakeDuration = duration;
shakeTimer = duration;
shakeManager.Shake(intensity, duration);
}
private void HandleCharacterFading(float currentDistance)
public void TriggerFallImpactShake(float fallHeight)
{
// Tính độ mờ dựa trên khoảng cách
float alpha = Mathf.InverseLerp(fullyHiddenDistance, minVisibleDistance, currentDistance);
foreach (var renderer in characterRenderers)
{
if (renderer != null)
{
Color color = renderer.material.color;
color.a = alpha;
renderer.material.color = color;
}
}
shakeManager.TriggerFallImpactShake(fallHeight);
}
private void HandleTransparency(Vector3 focusPosition)
{
Vector3 direction = focusPosition - transform.position;
float distanceToPlayer = direction.magnitude;
RaycastHit hit;
// Bắn một tia từ Camera đến Nhân vật
if (Physics.Raycast(transform.position, direction.normalized, out hit, distanceToPlayer, transparencyLayers))
{
Renderer renderer = hit.collider.GetComponent<Renderer>();
if (renderer != null && renderer != lastFadedRenderer)
{
// Nếu chạm vật mới, khôi phục vật cũ
ResetLastRenderer();
// Lưu thông tin vật mới và làm mờ
lastFadedRenderer = renderer;
originalColor = renderer.material.color;
Color fadedColor = originalColor;
fadedColor.a = fadeAlpha;
// Lưu ý: Material cần hỗ trợ Transparency (Surface Type: Transparent trong URP)
renderer.material.color = fadedColor;
}
}
else
{
// Nếu không chạm gì, khôi phục vật cũ
ResetLastRenderer();
}
}
private void ResetLastRenderer()
{
if (lastFadedRenderer != null)
{
lastFadedRenderer.material.color = originalColor;
lastFadedRenderer = null;
}
}
public Quaternion PlanarRotation => Quaternion.Euler(0f, rotationY, 0f);
public Quaternion PlanarRotation => rotationHandler.PlanarRotation;
}
}

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraDynamicFOV
{
[Header("Dynamic FOV")]
[SerializeField] private bool useDynamicFOV = true;
[SerializeField] private float baseFOV = 60f;
[SerializeField] private float sprintFOV = 70f;
[SerializeField] private float fovSmoothTime = 5f;
public void HandleDynamicFOV(Camera cam, InputReader inputReader)
{
if (!useDynamicFOV || cam == null || inputReader == null) return;
float targetFOV = baseFOV;
if (inputReader.MoveInput.magnitude > 0.1f && inputReader.IsSprintHeld)
{
targetFOV = sprintFOV;
}
cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, targetFOV, fovSmoothTime * Time.deltaTime);
}
}
}

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fileFormatVersion: 2
guid: 99cfe3471dc945a4fad66b3b440c2c12

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraOcclusionTransparency
{
[Header("Occlusion Transparency")]
[SerializeField] private bool useTransparency = true;
[SerializeField] private LayerMask transparencyLayers;
[SerializeField] private float fadeAlpha = 0.3f;
private Renderer _lastFadedRenderer;
private Color _originalColor;
public void HandleTransparency(Transform cameraTransform, Vector3 focusPosition)
{
if (!useTransparency)
{
ResetLastRenderer();
return;
}
Vector3 direction = focusPosition - cameraTransform.position;
float distanceToPlayer = direction.magnitude;
RaycastHit hit;
if (Physics.Raycast(cameraTransform.position, direction.normalized, out hit, distanceToPlayer, transparencyLayers))
{
Renderer renderer = hit.collider.GetComponent<Renderer>();
if (renderer != null && renderer != _lastFadedRenderer)
{
ResetLastRenderer();
_lastFadedRenderer = renderer;
_originalColor = renderer.material.color;
Color fadedColor = _originalColor;
fadedColor.a = fadeAlpha;
renderer.material.color = fadedColor;
}
}
else
{
ResetLastRenderer();
}
}
private void ResetLastRenderer()
{
if (_lastFadedRenderer != null)
{
_lastFadedRenderer.material.color = _originalColor;
_lastFadedRenderer = null;
}
}
}
}

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fileFormatVersion: 2
guid: 8ad64ce0d02e30243acc55aa0ebc74a9

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraRotationHandler
{
[Header("Rotation Settings")]
[SerializeField] private float sensitivity = 0.1f;
[SerializeField] private float minVerticalAngle = -45f;
[SerializeField] private float maxVerticalAngle = 45f;
[SerializeField] private bool invertX;
[SerializeField] private bool invertY;
[Header("Auto Rotation")]
[SerializeField] private bool useAutoRotation = true;
[SerializeField] private float autoRotateDelay = 2.5f;
[SerializeField] private float autoRotateSpeed = 2f;
private float _rotationX;
private float _rotationY;
private float _lastInputTime;
public Quaternion CurrentRotation { get; private set; }
public Quaternion PlanarRotation => Quaternion.Euler(0f, _rotationY, 0f);
public void Initialize(Transform cameraTransform)
{
_rotationX = cameraTransform.eulerAngles.x;
_rotationY = cameraTransform.eulerAngles.y;
_lastInputTime = Time.time;
CurrentRotation = cameraTransform.rotation;
}
public void HandleRotation(InputReader inputReader, Transform followTarget, float rotationSmoothTime)
{
if (inputReader == null) return;
if (inputReader.LookInput.magnitude > 0.01f)
{
_lastInputTime = Time.time;
}
float invertXVal = (invertX) ? -1 : 1;
float invertYVal = (invertY) ? -1 : 1;
_rotationX -= inputReader.LookInput.y * invertYVal * sensitivity * Time.deltaTime;
_rotationX = Mathf.Clamp(_rotationX, minVerticalAngle, maxVerticalAngle);
_rotationY += inputReader.LookInput.x * invertXVal * sensitivity * Time.deltaTime;
// Auto-Correction
if (useAutoRotation && Time.time - _lastInputTime > autoRotateDelay)
{
if (inputReader.MoveInput.magnitude > 0.1f)
{
float targetYaw = followTarget.eulerAngles.y;
_rotationY = Mathf.LerpAngle(_rotationY, targetYaw, autoRotateSpeed * Time.deltaTime);
}
}
Quaternion targetRotation = Quaternion.Euler(_rotationX, _rotationY, 0f);
CurrentRotation = Quaternion.Slerp(CurrentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
}
}
}

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fileFormatVersion: 2
guid: 92ec094a714577d49be74c0fedb3eeb3

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraShakeManager
{
[SerializeField] private bool useShake = true;
[SerializeField] private float shakeFrequency = 25f; // How fast the shake oscillates
[SerializeField]
private AnimationCurve decayCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); // How intensity decays over duration
[Header("Fall Impact Settings")] [SerializeField]
private bool enableFallImpactShake = true;
[SerializeField] private float minFallHeightForShake = 2f;
[SerializeField] private float maxFallHeightForShake = 10f;
[SerializeField] private float minFallShakeIntensity = 0.5f;
[SerializeField] private float maxFallShakeIntensity = 3f;
[SerializeField] private float minFallShakeDuration = 0.2f;
[SerializeField] private float maxFallShakeDuration = 0.8f;
[SerializeField] private AnimationCurve fallHeightToIntensityCurve = AnimationCurve.Linear(0, 0, 1, 1);
[SerializeField] private AnimationCurve fallHeightToDurationCurve = AnimationCurve.Linear(0, 0, 1, 1);
private float _shakeIntensity = 0f;
private float _shakeDuration = 0f;
private float _shakeTimer = 0f; // Counts down from _shakeDuration
private Vector3 _shakeOffset;
public Vector3 ShakeOffset => _shakeOffset;
public void HandleShake()
{
if (!useShake || _shakeTimer <= 0)
{
_shakeOffset = Vector3.zero;
return;
}
_shakeTimer -= Time.deltaTime;
float progress = 1f - (_shakeTimer / _shakeDuration); // 0 at start, 1 at end
// Apply decay curve to intensity
float currentIntensity = _shakeIntensity * decayCurve.Evaluate(progress);
// Use shakeFrequency for Perlin noise
float shakeX = (Mathf.PerlinNoise(Time.time * shakeFrequency, 0f) - 0.5f) * 2f;
float shakeY = (Mathf.PerlinNoise(0f, Time.time * shakeFrequency) - 0.5f) * 2f;
float shakeZ = (Mathf.PerlinNoise(Time.time * shakeFrequency, Time.time * shakeFrequency) - 0.5f) * 2f;
_shakeOffset = new Vector3(shakeX, shakeY, shakeZ) * currentIntensity;
}
public void Shake(float intensity, float duration)
{
_shakeIntensity = intensity;
_shakeDuration = duration;
_shakeTimer = duration; // Reset timer
}
public void TriggerFallImpactShake(float fallHeight)
{
if (!enableFallImpactShake || fallHeight < minFallHeightForShake) return;
// Normalize fall height between 0 and 1 relative to min/max thresholds
float normalizedFallHeight = Mathf.InverseLerp(minFallHeightForShake, maxFallHeightForShake, fallHeight);
// Calculate intensity and duration using curves and ranges
float intensity = Mathf.Lerp(minFallShakeIntensity, maxFallShakeIntensity,
fallHeightToIntensityCurve.Evaluate(normalizedFallHeight));
float duration = Mathf.Lerp(minFallShakeDuration, maxFallShakeDuration,
fallHeightToDurationCurve.Evaluate(normalizedFallHeight));
Shake(intensity, duration);
}
}
}

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fileFormatVersion: 2
guid: 16e87ee63ce87ac4cb7b952772318c0e

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraSideBias
{
[Header("Side Bias")]
[SerializeField] private bool useSideBias = true;
[SerializeField] private float horizontalBiasAmount = 0.5f;
[SerializeField] private float biasSmoothTime = 3f;
private float _currentSideBias;
public float CurrentSideBias => _currentSideBias;
public void HandleSideBias(InputReader inputReader)
{
if (inputReader == null) return;
if (useSideBias)
{
float targetBias = -inputReader.MoveInput.x * horizontalBiasAmount;
_currentSideBias = Mathf.Lerp(_currentSideBias, targetBias, biasSmoothTime * Time.deltaTime);
}
else
{
_currentSideBias = 0;
}
}
}
}

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fileFormatVersion: 2
guid: f6bf6a3797a87fb4fb086c1625b1e7bb

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using UnityEngine;
namespace OnlyScove.Scripts
{
[System.Serializable]
public class CameraZoomHandler
{
[Header("Zoom Settings")]
[SerializeField] private float distance = 5;
[SerializeField] private float minDistance = 2f;
[SerializeField] private float maxDistance = 15f;
[SerializeField] private float zoomSensitivity = 1f;
public float CurrentDistance => distance;
public float MinDistance => minDistance;
public void HandleZoom(InputReader inputReader)
{
if (inputReader == null) return;
float scrollDelta = inputReader.ScrollInput.y;
if (Mathf.Abs(scrollDelta) > 0.1f)
{
distance -= scrollDelta * zoomSensitivity * Time.deltaTime;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
}
}
}

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fileFormatVersion: 2
guid: 416c8d0f8adfcbc4390cd2e4e369e0db

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public event Action OnInteractEvent; // E Key
public event Action OnNextInteractEvent; // R Key
public event Action OnPreviousInteractEvent; // Q Key
public event Action OnToggleViewEvent; // F2 - New event for toggling camera view
public void OnAttack(InputAction.CallbackContext context)
{
@@ -56,6 +57,15 @@ namespace OnlyScove.Scripts
if (context.canceled) IsSprintHeld = false;
}
// New method for ToggleView input
public void OnToggleView(InputAction.CallbackContext context)
{
if (context.performed)
{
OnToggleViewEvent?.Invoke();
}
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed) OnJumpEvent?.Invoke();