Michael
3043c54bc4
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Adds the player camera as described in #7. As a note for the future that I forgot to add as a comment here, the camera zoom and rotation should be tweened to give a smoother effect. Reviewed-on: #10 Reviewed-by: zephyr <zephyr@noreply.localhost> Co-authored-by: Michael <mep053@gmail.com> Co-committed-by: Michael <mep053@gmail.com>
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using DefaultNamespace;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Input
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{
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public class PlayerCameraInputHandler : MonoBehaviour
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{
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[SerializeField] private PlayerCameraController cameraController;
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[SerializeField] [Range(0, 100)] private float rotationSensitivity;
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[SerializeField] [Range(0, 1)] private float zoomSensitivity;
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private bool _allowRotation;
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public void OnInputZoom(InputAction.CallbackContext context)
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{
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var input = context.ReadValue<float>();
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var zoomAmount = input * zoomSensitivity * Time.deltaTime;
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cameraController.Zoom(zoomAmount);
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}
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public void OnInputRotate(InputAction.CallbackContext context)
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{
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if (context.phase != InputActionPhase.Performed) return;
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if (!_allowRotation) return;
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var input = context.ReadValue<float>();
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var rotationAmount = input * rotationSensitivity * Time.deltaTime;
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cameraController.RotateAround(rotationAmount);
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}
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public void OnInputHoldToRotate(InputAction.CallbackContext context)
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{
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_allowRotation = context.phase switch
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{
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InputActionPhase.Performed => true,
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_ => false
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};
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}
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}
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} |