This commit is contained in:
Scove
2026-03-27 20:20:06 +07:00
parent df1377206a
commit ed67b8258d
4 changed files with 82 additions and 30 deletions

View File

@@ -6,11 +6,9 @@
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@@ -18,7 +16,7 @@
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@@ -103,7 +101,7 @@
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View File

@@ -26,7 +26,7 @@ namespace OnlyScove.Scripts
[Header("First Person View Settings")]
[SerializeField] Transform fpvTarget; // Specific transform on the player (e.g., eye level)
[SerializeField] float fpvPositionSmoothTime = 0.05f;
[SerializeField] float fpvRotationSmoothTime = 0.05f;
[SerializeField] float fpvRotationSmoothTime = 20f;
[SerializeField] float fpvFOV = 80f;
[SerializeField] float transitionDuration = 0.3f;
[SerializeField] float tpvBaseFOV = 60f; // Existing base FOV for TPV
@@ -38,6 +38,8 @@ namespace OnlyScove.Scripts
private float _transitionTimer = 0f;
private bool _inTransition = false;
public CameraViewMode CurrentViewMode => _currentViewMode;
// Properties to get current smoothing values based on view mode
private float CurrentPositionSmoothTime => _currentViewMode == CameraViewMode.FirstPerson ? fpvPositionSmoothTime : positionSmoothTime;
private float CurrentRotationSmoothTime => _currentViewMode == CameraViewMode.FirstPerson ? fpvRotationSmoothTime : rotationSmoothTime;
@@ -97,7 +99,7 @@ namespace OnlyScove.Scripts
if (_currentViewMode == CameraViewMode.ThirdPerson)
{
// TPV specific calculations
transform.rotation = rotationHandler.CurrentRotation; // Set rotation from handler
transform.rotation = rotationHandler.CurrentRotation; // Set camera rotation from handler
focusPosition = followTarget.position + rotationHandler.CurrentRotation * new Vector3(framingOffset.x + sideBias.CurrentSideBias, framingOffset.y, 0);
targetDistance = collisionHandler.CheckCollision(focusPosition, rotationHandler.CurrentRotation, zoomHandler.CurrentDistance, zoomHandler.MinDistance);
characterFading.HandleCharacterFading(targetDistance);
@@ -106,8 +108,18 @@ namespace OnlyScove.Scripts
else // FirstPerson
{
// FPV specific calculations
// Rotation is derived from fpvTarget, not input from rotationHandler
transform.rotation = fpvTarget.rotation; // Directly set FPV rotation
// Player's horizontal rotation (body) follows mouse YAW
if (followTarget != null)
{
followTarget.rotation = rotationHandler.PlanarRotation; // Sync body to camera yaw
}
if (fpvTarget != null)
{
fpvTarget.rotation = rotationHandler.CurrentRotation; // Sync head/eyes to full camera rotation
}
transform.rotation = rotationHandler.CurrentRotation; // Set camera rotation from handler (which includes vertical)
focusPosition = fpvTarget.position;
targetDistance = 0; // FPV has no distance to player
@@ -117,8 +129,7 @@ namespace OnlyScove.Scripts
}
// Calculate target position using the currently set transform.rotation
Vector3 targetPosition = focusPosition - transform.rotation * new Vector3(0, 0, targetDistance);
Vector3 targetPosition = focusPosition - transform.rotation * new Vector3(0, 0, targetDistance);
// Handle camera shake
shakeManager.HandleShake();
@@ -131,6 +142,7 @@ namespace OnlyScove.Scripts
if (_inTransition) return; // Prevent multiple toggles during transition
_targetViewMode = (_currentViewMode == CameraViewMode.ThirdPerson) ? CameraViewMode.FirstPerson : CameraViewMode.ThirdPerson;
Debug.Log($"[CameraController] Toggling view from {_currentViewMode} to {_targetViewMode}");
_inTransition = true;
_transitionTimer = 0f;
}
@@ -149,6 +161,13 @@ namespace OnlyScove.Scripts
// TPV -> FPV transition
// Interpolate FOV
_cam.fieldOfView = Mathf.Lerp(dynamicFOV.CurrentTpvBaseFOV, fpvFOV, t);
// Rotate player body to match camera's intended horizontal look direction
if (followTarget != null)
{
followTarget.rotation = Quaternion.Slerp(followTarget.rotation, rotationHandler.PlanarRotation, t);
}
// Interpolate position and rotation
transform.position = Vector3.Lerp(transform.position, fpvTarget.position, t);
transform.rotation = Quaternion.Slerp(transform.rotation, fpvTarget.rotation, t);
@@ -158,23 +177,26 @@ namespace OnlyScove.Scripts
// FPV -> TPV transition
// Interpolate FOV
_cam.fieldOfView = Mathf.Lerp(fpvFOV, dynamicFOV.CurrentTpvBaseFOV, t);
// For position and rotation, we'll let the TPV logic take over after transition.
// If a smooth exit from FPV to TPV is desired for position/rotation,
// more complex calculations would be needed here to store TPV target position/rotation at the start.
}
if (t >= 1f)
{
_currentViewMode = _targetViewMode;
Debug.Log($"[CameraController] View transition complete. Current mode: {_currentViewMode}");
_inTransition = false;
// Re-initialize rotation handler for new view mode context
rotationHandler.Initialize(transform);
// Initialize rotation handler based on new view mode
if (_currentViewMode == CameraViewMode.FirstPerson && fpvTarget != null)
{
rotationHandler.InitializeFPV(fpvTarget); // Initialize FPV rotation handler
}
else
{
rotationHandler.Initialize(transform); // Initialize TPV rotation handler
}
// Ensure FOV is set correctly at the end of transition
_cam.fieldOfView = (_currentViewMode == CameraViewMode.FirstPerson) ? fpvFOV : dynamicFOV.CurrentTpvBaseFOV;
// For FPV, ensure camera matches fpvTarget immediately after transition
// This is already handled by the `transform.position = Vector3.SmoothDamp...` and `transform.rotation = fpvTarget.rotation` in Update
}
}

View File

@@ -1,5 +1,5 @@
using UnityEngine;
using static OnlyScove.Scripts.CameraController;
using static OnlyScove.Scripts.CameraController;
namespace OnlyScove.Scripts
{
@@ -22,8 +22,8 @@ namespace OnlyScove.Scripts
private float _rotationY;
private float _lastInputTime;
public Quaternion CurrentRotation { get; private set; }
public Quaternion PlanarRotation => Quaternion.Euler(0f, _rotationY, 0f);
public Quaternion CurrentRotation { get; private set; } // Camera's actual rotation
public Quaternion PlanarRotation => Quaternion.Euler(0f, _rotationY, 0f); // Horizontal rotation (for player body in FPV)
public void Initialize(Transform cameraTransform)
{
@@ -33,10 +33,27 @@ namespace OnlyScove.Scripts
CurrentRotation = cameraTransform.rotation;
}
// New method to initialize rotation specifically for FPV
public void InitializeFPV(Transform fpvTargetTransform)
{
_rotationX = fpvTargetTransform.localEulerAngles.x; // Use local rotation for vertical angle in FPV
_rotationY = fpvTargetTransform.eulerAngles.y; // Use world rotation for horizontal angle
_lastInputTime = Time.time;
CurrentRotation = fpvTargetTransform.rotation; // Camera starts matching fpvTarget rotation
}
public void HandleRotation(InputReader inputReader, Transform followTarget, float rotationSmoothTime, CameraViewMode viewMode)
{
if (inputReader == null || viewMode == CameraViewMode.FirstPerson) return; // Only process input in TPV
if (inputReader == null) return;
// Debug for rotation
if (inputReader.LookInput.sqrMagnitude > 0.001f)
{
Debug.Log($"[CameraRotationHandler] LookInput: {inputReader.LookInput}, _rotationX: {_rotationX}, _rotationY: {_rotationY}, ViewMode: {viewMode}");
}
// Update _lastInputTime regardless of view mode if there's look input
if (inputReader.LookInput.magnitude > 0.01f)
{
_lastInputTime = Time.time;
@@ -50,17 +67,27 @@ namespace OnlyScove.Scripts
_rotationY += inputReader.LookInput.x * invertXVal * sensitivity * Time.deltaTime;
// Auto-Correction
if (useAutoRotation && Time.time - _lastInputTime > autoRotateDelay)
if (viewMode == CameraViewMode.ThirdPerson)
{
if (inputReader.MoveInput.magnitude > 0.1f)
// Auto-Correction for TPV
if (useAutoRotation && Time.time - _lastInputTime > autoRotateDelay)
{
float targetYaw = followTarget.eulerAngles.y;
_rotationY = Mathf.LerpAngle(_rotationY, targetYaw, autoRotateSpeed * Time.deltaTime);
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);
}
else // FirstPerson
{
// In FPV, CurrentRotation *is* the camera's rotation (head rotation)
// The horizontal part of this (_rotationY) will also be used to rotate the player's body.
Quaternion targetRotation = Quaternion.Euler(_rotationX, _rotationY, 0f);
CurrentRotation = Quaternion.Slerp(CurrentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
}
Quaternion targetRotation = Quaternion.Euler(_rotationX, _rotationY, 0f);
CurrentRotation = Quaternion.Slerp(CurrentRotation, targetRotation, rotationSmoothTime * Time.deltaTime);
}
}
}

View File

@@ -36,6 +36,11 @@ namespace OnlyScove.Scripts
Vector3 inputDir = new Vector3(input.x, 0, input.y).normalized;
Vector3 moveDirection = stateMachine.Cam != null ? stateMachine.Cam.PlanarRotation * inputDir : inputDir;
if (stateMachine.Cam != null)
{
Debug.Log($"[PlayerMoveState] View: {(stateMachine.Cam.PlanarRotation.eulerAngles.y)}, InputDir: {inputDir}, MoveDir: {moveDirection}, PlayerRot: {stateMachine.transform.rotation.eulerAngles.y}");
}
Vector3 velocity = moveDirection * stateMachine.RunSpeed;
if (stateMachine.IsGrounded && stateMachine.VelocityY < 0)