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6 changes: 6 additions & 0 deletions UnityClient/.vsconfig
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
8 changes: 8 additions & 0 deletions UnityClient/Assets/_DEV/Feature-Camera-Controller.meta

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212 changes: 212 additions & 0 deletions UnityClient/Assets/_DEV/Feature-Camera-Controller/CameraController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/**
* Acest script ofera un controller pentru camera.
* Are mai multe functionalitati printre care:
* Posibilitatea de inversa directia pe OY
* Posibilitatea de a schimba umarul cand este in third-person
* Apasarea tastelor CTRL+C face toggle intre first-person si third-person
* Rotita face zoom
*
* @author Hariga George-Codrin (VladTeapa github)
*
* @param Target
* Acest parametru reprezinta tinta pe care camera o va urmari
* @param CameraOffset
* Acest parametru reprezinta offset-ul in modul third-person
* @param CameraOffsetFirstPerson
* Acest parametru reprezinta offset-ul in modul first-person,
* Se poate pune zero daca targetul este capul player-ului
* @param CameraOffsetZLimits
* Acest parametru controleaza cat de mult se poate da zoom
* @param SensitivityZoom
* Acest parametru controleaza sensitivitatea zoom-ului
* @param FollowSpeed
* Acest parametru controleaza viteza de urmarire
* @param FollowSpeedKeepClose
* Acest parametru influenteaza cat de repede va urmari
* personajul in functie de distanta
* @param MaximumAngle
* Unghiul maxim pe OY
* @param MinimumAngle
* Unghiul minim pe OY
* @param Inverted
* Acest parametru controleaza daca miscarea pe OY
* a mouse-ului este inversata
* @param IsFirstPerson
* Acest parametru controleaza daca este perspectiva first-person
* sau perspectiva third-person
*/
public class CameraController : MonoBehaviour
{
/**
* @author Hariga George-Codrin (VladTeapa github)
* Acest enum este folosit in loc de bool
* pentru a se vedea mai usor in inspector
* si pentru a se calcula mai usor rotatia pe OY
*/
public enum CAMERA_INVERTED{
INVERTED = -1,
NOT_INVERTED = 1
};
public Transform Target;
public Vector3 CameraOffset;
public Vector3 CameraOffsetFirstPerson;
public Vector2 CameraOffsetZLimits;
public float SensitivityZoom;
public float FollowSpeed;
public float FollowSpeedKeepClose;
public float MaximumAngle = 60f;
public float MiniumAngle = -60f;

public CAMERA_INVERTED Inverted;
public bool IsFirstPerson = false;

/**
* Parametri privati folositi in functii
*/
private Vector3 realCameraOffset, realCameraOffsetFirstPerson, newCameraPosition;
private float yaw = 0;
private float pitch = 0;


/**
* Aceasta functie verifica inputul de la
* tastatura si schimba variabilele corespunzator
*
* @author Hariga George-Codrin (VladTeapa github)
*/
public void CameraControlls()
{

/**
* Acest if face toggle intre first-person si third-person
*/
if (Input.GetKey(KeyCode.LeftControl))
{
if (Input.GetKeyDown(KeyCode.C))
{
IsFirstPerson = !IsFirstPerson;

newCameraPosition = Target.position + transform.TransformDirection(realCameraOffset);

transform.position = newCameraPosition;
transform.rotation = Quaternion.Euler(pitch, yaw, 0f);
}
}

/**
* Acest if modifica umarul la care este camera in third-person
*/
if (Input.GetKeyDown(KeyCode.H))
{
realCameraOffset.x = -realCameraOffset.x;
}

/**
* Acest cod are rolul de a face toggle intre inputul inverted pe OY
*/
if (Input.GetKeyDown(KeyCode.I))
{
Inverted = (CAMERA_INVERTED)((int)Inverted * -1);
}

/**
* Acest cod de mai jos se ocupa de partea de zoom
*/
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll < 0)
{
realCameraOffset.z -= SensitivityZoom;
}
if (scroll > 0)
{
realCameraOffset.z += SensitivityZoom;
}
CheckCameraBoundries();
}


/**
* Functia start initializeaza offset-ul care
* este de fapt folosit in final la calcule
*
* @author Hariga George-Codrin (VladTeapa github)
*/
private void Start()
{
realCameraOffset = new Vector3();
realCameraOffset = CameraOffset;
realCameraOffsetFirstPerson = new Vector3();
}

/**
* Functia LateUpdate are rolul de a actualiza
* pozitia si rotatia camerei; Folosim LateUpdate, deoarece
* in general, noua pozitie a player-ului este calculata in Update
*
* @author Hariga George-Codrin (VladTeapa github)
*/
private void LateUpdate()
{

/**
* Se verifica prima oara tastele apasate
*/
CameraControlls();

/**
* Se ia noua rotatie de la mouse
*/
pitch -= Input.GetAxis("Mouse Y") * (float)Inverted;
yaw += Input.GetAxis("Mouse X");

/**
* Se limiteaza unghiul pe OY
*/
pitch = Mathf.Clamp(pitch, MiniumAngle, MaximumAngle);

/**
* Se seteaza rotatie si se calculeaza
* pozitia noua si directia de miscare
*/
transform.rotation = Quaternion.Euler(pitch, yaw, 0f);
newCameraPosition = Target.position + transform.TransformDirection(realCameraOffset);
Vector3 cameraMoveDir = newCameraPosition - transform.position;

/**
* In functie daca este first person sau third person
* se modifica pozitia camerei
*/
if (cameraMoveDir.magnitude > 10e-3f && !IsFirstPerson)
{
transform.position += cameraMoveDir.normalized *
Mathf.Min(cameraMoveDir.magnitude, Time.deltaTime * FollowSpeed *
(1 + cameraMoveDir.magnitude * FollowSpeedKeepClose));
}
else if (IsFirstPerson)
{
realCameraOffsetFirstPerson = CameraOffsetFirstPerson;
transform.position = Target.transform.position + transform.TransformDirection(realCameraOffsetFirstPerson);
}
}

/**
* Functia CheckCameraBoundries verifica daca zoom-ul depaseste
* parametri setati si ajusteaza in caz contrar
*
* @author Hariga George-Codrin (VladTeapa github)
*/
private void CheckCameraBoundries()
{
if (realCameraOffset.z > CameraOffsetZLimits.y)
{
realCameraOffset.z = CameraOffsetZLimits.y;
}
if (realCameraOffset.z < CameraOffsetZLimits.x)
{
realCameraOffset.z = CameraOffsetZLimits.x;
}
}
}

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