65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeoFPS.CharacterMotion;
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using NeoFPS.CharacterMotion.Parameters;
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namespace NeoFPS.CharacterMotion.Behaviours
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{
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[MotionGraphElement("Camera/ConstrainCameraYawBehaviour", "ConstrainCameraYawBehaviour")]
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[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgb-constraincamerayawbehaviour.html")]
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public class ConstrainCameraYawBehaviour : MotionGraphBehaviour
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{
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[SerializeField, Tooltip("The vector parameter to use as the constraint direction.")]
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private VectorParameter m_Direction = null;
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[SerializeField, Tooltip("The angle range to constrain to.")]
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private float m_AngleRange = 180f;
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[SerializeField, Tooltip("Flip the direction vector.")]
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private bool m_Flipped = false;
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[SerializeField, Tooltip("Should the constraints be updated each frame (if the vector parameter changes).")]
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private bool m_Continuous = false;
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public override void Initialise(MotionGraphConnectable o)
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{
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base.Initialise(o);
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if (m_Direction == null)
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enabled = false;
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}
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public override void OnEnter()
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{
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if (!m_Continuous)
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ConstrainYaw();
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}
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public override void OnExit()
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{
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controller.aimController.ResetYawConstraints();
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}
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public override void Update()
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{
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ConstrainYaw();
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}
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void ConstrainYaw()
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{
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float mult = m_Direction.value.magnitude;
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if (mult > 0.01f)
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{
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mult = 1 / mult;
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if (m_Flipped)
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mult *= -1f;
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controller.aimController.SetYawConstraints(m_Direction.value * mult, m_AngleRange);
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}
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}
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public override void CheckReferences(IMotionGraphMap map)
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{
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m_Direction = map.Swap(m_Direction);
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}
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}
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} |