An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

382 lines
9.6 KiB

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Fungus;
namespace Fungus
{
/**
* Controller for main camera.
* Supports several types of camera transition including snap, pan & fade.
*/
public class CameraController : MonoBehaviour
{
Game game;
// Manual panning control
View manualPanViewA;
View manualPanViewB;
Vector3 previousMousePos;
class CameraView
{
public Vector3 cameraPos;
public float cameraSize;
};
Dictionary<string, CameraView> storedViews = new Dictionary<string, CameraView>();
void Start()
{
game = Game.GetInstance();
}
public void Fade(float targetAlpha, float fadeDuration, Action fadeAction)
{
StartCoroutine(FadeInternal(targetAlpha, fadeDuration, fadeAction));
}
public void FadeToView(View view, float fadeDuration, Action fadeAction)
{
game.manualPanActive = false;
// Fade out
Fade(0f, fadeDuration / 2f, delegate {
// Snap to new view
PanToPosition(view.transform.position, view.viewSize, 0f, null);
// Fade in
Fade(1f, fadeDuration / 2f, delegate {
if (fadeAction != null)
{
fadeAction();
}
});
});
}
IEnumerator FadeInternal(float targetAlpha, float fadeDuration, Action fadeAction)
{
float startAlpha = Game.GetInstance().fadeAlpha;
float timer = 0;
while (timer < fadeDuration)
{
float t = timer / fadeDuration;
timer += Time.deltaTime;
t = Mathf.Clamp01(t);
Game.GetInstance().fadeAlpha = Mathf.Lerp(startAlpha, targetAlpha, t);
yield return null;
}
Game.GetInstance().fadeAlpha = targetAlpha;
if (fadeAction != null)
{
fadeAction();
}
}
/**
* Positions camera so sprite is centered and fills the screen.
* @param spriteRenderer The sprite to center the camera on
*/
public void CenterOnSprite(SpriteRenderer spriteRenderer)
{
game.manualPanActive = false;
Sprite sprite = spriteRenderer.sprite;
Vector3 extents = sprite.bounds.extents;
float localScaleY = spriteRenderer.transform.localScale.y;
Camera.main.orthographicSize = extents.y * localScaleY;
Vector3 pos = spriteRenderer.transform.position;
Camera.main.transform.position = new Vector3(pos.x, pos.y, 0);
SetCameraZ();
}
/**
* Moves camera from current position to a target position over a period of time.
*/
public void PanToPosition(Vector3 targetPosition, float targetSize, float duration, Action arriveAction)
{
game.manualPanActive = false;
if (duration == 0f)
{
// Move immediately
Camera.main.orthographicSize = targetSize;
Camera.main.transform.position = targetPosition;
SetCameraZ();
if (arriveAction != null)
{
arriveAction();
}
}
else
{
StartCoroutine(PanInternal(targetPosition, targetSize, duration, arriveAction));
}
}
/**
* Stores the current camera view using a name.
*/
public void StoreView(string viewName)
{
CameraView currentView = new CameraView();
currentView.cameraPos = Camera.main.transform.position;
currentView.cameraSize = Camera.main.orthographicSize;
storedViews[viewName] = currentView;
}
/**
* Moves the camera to a previously stored camera view over a period of time.
*/
public void PanToStoredView(string viewName, float duration, Action arriveAction)
{
if (!storedViews.ContainsKey(viewName))
{
// View has not previously been stored
if (arriveAction != null)
{
arriveAction();
}
return;
}
CameraView cameraView = storedViews[viewName];
if (duration == 0f)
{
// Move immediately
Camera.main.transform.position = cameraView.cameraPos;
Camera.main.orthographicSize = cameraView.cameraSize;
SetCameraZ();
if (arriveAction != null)
{
arriveAction();
}
}
else
{
StartCoroutine(PanInternal(cameraView.cameraPos, cameraView.cameraSize, duration, arriveAction));
}
}
IEnumerator PanInternal(Vector3 targetPos, float targetSize, float duration, Action arriveAction)
{
float timer = 0;
float startSize = Camera.main.orthographicSize;
float endSize = targetSize;
Vector3 startPos = Camera.main.transform.position;
Vector3 endPos = targetPos;
bool arrived = false;
while (!arrived)
{
timer += Time.deltaTime;
if (timer > duration)
{
arrived = true;
timer = duration;
}
// Apply smoothed lerp to camera position and orthographic size
float t = timer / duration;
Camera.main.orthographicSize = Mathf.Lerp(startSize, endSize, Mathf.SmoothStep(0f, 1f, t));
Camera.main.transform.position = Vector3.Lerp(startPos, endPos, Mathf.SmoothStep(0f, 1f, t));
SetCameraZ();
if (arrived &&
arriveAction != null)
{
arriveAction();
}
yield return null;
}
}
/**
* Moves camera smoothly through a sequence of Views over a period of time
*/
public void PanToPath(View[] viewList, float duration, Action arriveAction)
{
game.manualPanActive = false;
List<Vector3> pathList = new List<Vector3>();
// Add current camera position as first point in path
// Note: We use the z coord to tween the camera orthographic size
Vector3 startPos = new Vector3(Camera.main.transform.position.x,
Camera.main.transform.position.y,
Camera.main.orthographicSize);
pathList.Add(startPos);
for (int i = 0; i < viewList.Length; ++i)
{
View view = viewList[i];
Vector3 viewPos = new Vector3(view.transform.position.x,
view.transform.position.y,
view.viewSize);
pathList.Add(viewPos);
}
StartCoroutine(PanToPathInternal(duration, arriveAction, pathList.ToArray()));
}
IEnumerator PanToPathInternal(float duration, Action arriveAction, Vector3[] path)
{
float timer = 0;
while (timer < duration)
{
timer += Time.deltaTime;
timer = Mathf.Min(timer, duration);
float percent = timer / duration;
Vector3 point = iTween.PointOnPath(path, percent);
Camera.main.transform.position = new Vector3(point.x, point.y, 0);
Camera.main.orthographicSize = point.z;
SetCameraZ();
yield return null;
}
if (arriveAction != null)
{
arriveAction();
}
}
/**
* Activates manual panning mode.
* The player can pan the camera within the area between viewA & viewB.
*/
public void StartManualPan(View viewA, View viewB, float duration, Action arriveAction)
{
manualPanViewA = viewA;
manualPanViewB = viewB;
Vector3 cameraPos = Camera.main.transform.position;
Vector3 targetPosition = CalcCameraPosition(cameraPos, manualPanViewA, manualPanViewB);
float targetSize = CalcCameraSize(cameraPos, manualPanViewA, manualPanViewB);
PanToPosition(targetPosition, targetSize, duration, delegate {
game.manualPanActive = true;
if (arriveAction != null)
{
arriveAction();
}
});
}
/**
* Deactivates manual panning mode.
*/
public void StopManualPan()
{
game.manualPanActive = false;
manualPanViewA = null;
manualPanViewB = null;
}
/**
* Returns the current position of the main camera.
*/
public Vector3 GetCameraPosition()
{
return Camera.main.transform.position;
}
void SetCameraZ()
{
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, game.cameraZ);
}
void Update()
{
if (!game.manualPanActive)
{
return;
}
Vector3 delta = Vector3.zero;
if (Input.touchCount > 0)
{
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
delta = Input.GetTouch(0).deltaPosition;
}
}
if (Input.GetMouseButtonDown(0))
{
previousMousePos = Input.mousePosition;
}
else if (Input.GetMouseButton(0))
{
delta = Input.mousePosition - previousMousePos;
previousMousePos = Input.mousePosition;
}
Vector3 cameraDelta = Camera.main.ScreenToViewportPoint(delta);
cameraDelta.x *= -2f;
cameraDelta.y *= -1f;
cameraDelta.z = 0f;
Vector3 cameraPos = Camera.main.transform.position;
cameraPos += cameraDelta;
Camera.main.transform.position = CalcCameraPosition(cameraPos, manualPanViewA, manualPanViewB);
Camera.main.orthographicSize = CalcCameraSize(cameraPos, manualPanViewA, manualPanViewB);
}
// Clamp camera position to region defined by the two views
Vector3 CalcCameraPosition(Vector3 pos, View viewA, View viewB)
{
Vector3 safePos = pos;
// Clamp camera position to region defined by the two views
safePos.x = Mathf.Max(safePos.x, Mathf.Min(viewA.transform.position.x, viewB.transform.position.x));
safePos.x = Mathf.Min(safePos.x, Mathf.Max(viewA.transform.position.x, viewB.transform.position.x));
safePos.y = Mathf.Max(safePos.y, Mathf.Min(viewA.transform.position.y, viewB.transform.position.y));
safePos.y = Mathf.Min(safePos.y, Mathf.Max(viewA.transform.position.y, viewB.transform.position.y));
return safePos;
}
// Smoothly interpolate camera orthographic size based on relative position to two views
float CalcCameraSize(Vector3 pos, View viewA, View viewB)
{
// Get ray and point in same space
Vector3 toViewB = viewB.transform.position - viewA.transform.position;
Vector3 localPos = pos - viewA.transform.position;
// Normalize
float distance = toViewB.magnitude;
toViewB /= distance;
localPos /= distance;
// Project point onto ray
float t = Vector3.Dot(toViewB, localPos);
t = Mathf.Clamp01(t); // Not really necessary but no harm
float cameraSize = Mathf.Lerp(viewA.viewSize, viewB.viewSize, t);
return cameraSize;
}
}
}