402 lines
13 KiB
C#
402 lines
13 KiB
C#
using System.Collections;
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using UnityEngine;
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public class IngameCamera : WPFMonoBehaviour
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{
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protected enum CameraState
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{
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Follow = 0,
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Pan = 1,
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Zoom = 2,
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Wait = 3,
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Building = 4,
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Preview = 5
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}
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private const float ShowNextTargetCameraDelay = 2f;
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private const bool ZoomToNextBoxWhenCompleted = false;
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protected Vector3 m_integratedVelocity;
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protected float m_zoomFactor;
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protected float m_speed = 1f;
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private LevelManager.CameraLimits m_cameraLimits;
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private CameraPreview m_cameraPreview;
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private Transform m_cameraTargetObj;
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private Vector3 currentPos;
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private float currentFOV;
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private float CAMERA_MAX_ZOOM = 7f;
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private float CAMERA_PREVIEW_ZOOM = 9f;
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protected CameraState m_state;
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private Vector3[] m_touches = new Vector3[2];
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private float m_transitionTimer;
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private void Start()
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{
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if (BuildCustomizationLoader.Instance.IsHDVersion)
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{
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CAMERA_MAX_ZOOM = 10f;
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}
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else
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{
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CAMERA_MAX_ZOOM = 7f;
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}
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base.camera.orthographic = true;
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m_cameraLimits = WPFMonoBehaviour.levelManager.m_cameraLimits;
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WPFMonoBehaviour.levelManager.m_cameraMaxZoom = Mathf.Min(m_cameraLimits.size.x, m_cameraLimits.size.y) / 2f;
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WPFMonoBehaviour.levelManager.m_cameraMinZoom = 5f;
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m_cameraPreview = GetComponent<CameraPreview>();
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if (m_cameraPreview == null && WPFMonoBehaviour.levelManager.GoalPosition != null)
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{
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m_cameraPreview = base.gameObject.AddComponent<CameraPreview>();
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CameraPreview.CameraControlPoint cameraControlPoint = new CameraPreview.CameraControlPoint();
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cameraControlPoint.position = WPFMonoBehaviour.levelManager.GoalPosition.transform.position + WPFMonoBehaviour.levelManager.m_previewOffset;
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cameraControlPoint.zoom = WPFMonoBehaviour.levelManager.m_previewOffset.z / 2f;
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m_cameraPreview.m_controlPoints.Add(cameraControlPoint);
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m_cameraPreview.m_controlPoints.Add(cameraControlPoint);
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CameraPreview.CameraControlPoint cameraControlPoint2 = new CameraPreview.CameraControlPoint();
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cameraControlPoint2.position = new Vector2(WPFMonoBehaviour.levelManager.m_cameraLimits.topLeft.x + WPFMonoBehaviour.levelManager.m_cameraLimits.size.x / 2f, WPFMonoBehaviour.levelManager.m_cameraLimits.topLeft.y - WPFMonoBehaviour.levelManager.m_cameraLimits.size.y / 2f);
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cameraControlPoint2.zoom = WPFMonoBehaviour.levelManager.m_cameraMaxZoom;
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m_cameraPreview.m_controlPoints.Add(cameraControlPoint2);
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CameraPreview.CameraControlPoint cameraControlPoint3 = new CameraPreview.CameraControlPoint();
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cameraControlPoint3.position = WPFMonoBehaviour.levelManager.StartingPosition.transform.position + WPFMonoBehaviour.levelManager.m_constructionOffset;
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cameraControlPoint3.zoom = WPFMonoBehaviour.levelManager.m_constructionOffset.z;
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m_cameraPreview.m_controlPoints.Add(cameraControlPoint3);
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m_cameraPreview.m_controlPoints.Add(cameraControlPoint3);
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m_cameraPreview.m_animationTime = WPFMonoBehaviour.levelManager.m_previewMoveTime;
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if (m_cameraPreview.m_animationTime < 1f)
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{
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m_cameraPreview.m_animationTime = 1f;
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}
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}
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if (m_cameraPreview != null)
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{
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WPFMonoBehaviour.levelManager.m_previewMoveTime = m_cameraPreview.m_animationTime;
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}
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base.gameObject.SetActiveRecursively(true);
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}
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private void Update()
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{
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UpdatePosition();
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ProcessInput();
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}
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private IEnumerator EnablePreviewMode()
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{
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while ((double)(CAMERA_PREVIEW_ZOOM - currentFOV) > 0.1)
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{
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float ortoPreviewDelta = CAMERA_PREVIEW_ZOOM - currentFOV;
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currentFOV += ortoPreviewDelta * GameTime.RealTimeDelta * 4f;
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base.camera.orthographicSize = currentFOV;
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yield return new WaitForEndOfFrame();
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}
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}
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private void UpdateCameraPreview()
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{
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Vector3 vector = m_cameraPreview.m_controlPoints[0].position - (Vector2)currentPos;
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currentPos += vector * GameTime.RealTimeDelta / WPFMonoBehaviour.levelManager.m_previewMoveTime * 4f;
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float num = CAMERA_MAX_ZOOM - currentFOV;
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currentFOV += num * GameTime.RealTimeDelta * 2f;
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UpdateGameCamera(ref currentPos, ref currentFOV);
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IsCameraInLimits(ref currentPos, ref currentFOV);
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base.transform.position = currentPos;
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base.camera.orthographicSize = currentFOV;
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}
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private void ProcessInput()
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{
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if (WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.Running)
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{
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if (m_state == CameraState.Wait)
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{
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if (m_transitionTimer > 0f)
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{
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m_transitionTimer -= GameTime.RealTimeDelta;
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}
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else
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{
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m_state = CameraState.Follow;
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}
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}
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DoPanning();
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if (Input.touchCount == 2 || Input.GetAxis("Mouse ScrollWheel") != 0f)
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{
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m_state = CameraState.Zoom;
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}
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if (((WPFMonoBehaviour.gameData.m_useTouchControls && Input.touchCount < 1) || (!Input.GetMouseButton(0) && Input.GetAxis("Mouse ScrollWheel") == 0f)) && m_state != 0)
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{
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m_state = CameraState.Wait;
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}
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}
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if (WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.PreviewWhileBuilding || WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.PreviewWhileRunning)
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{
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DoPanning();
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}
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if (WPFMonoBehaviour.levelManager.gameState == LevelManager.GameState.Building)
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{
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if (!DeviceInfo.Instance.UsesTouchInput)
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{
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if (Input.GetAxis("Mouse ScrollWheel") < -0.5f)
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{
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WPFMonoBehaviour.levelManager.SetGameState(LevelManager.GameState.PreviewWhileBuilding);
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}
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}
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else if (Input.touchCount >= 2)
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{
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Touch touch = Input.GetTouch(0);
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Touch touch2 = Input.GetTouch(1);
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Vector2 vector = touch.position - touch2.position;
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Vector2 vector2 = touch.position - touch.deltaPosition - (touch2.position - touch2.deltaPosition);
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float num = vector.magnitude - vector2.magnitude;
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if (num < -60f)
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{
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WPFMonoBehaviour.levelManager.SetGameState(LevelManager.GameState.PreviewWhileBuilding);
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}
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}
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}
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if (WPFMonoBehaviour.levelManager.gameState != LevelManager.GameState.PreviewWhileBuilding)
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{
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return;
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}
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if (!DeviceInfo.Instance.UsesTouchInput)
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{
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if (Input.GetAxis("Mouse ScrollWheel") > 0.5f)
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{
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StopCoroutine("EnablePreviewMode");
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WPFMonoBehaviour.levelManager.SetGameState(LevelManager.GameState.Building);
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}
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}
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else if (Input.touchCount >= 2)
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{
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Touch touch3 = Input.GetTouch(0);
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Touch touch4 = Input.GetTouch(1);
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Vector2 vector3 = touch3.position - touch4.position;
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Vector2 vector4 = touch3.position - touch3.deltaPosition - (touch4.position - touch4.deltaPosition);
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float num2 = vector3.magnitude - vector4.magnitude;
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if (num2 > 60f)
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{
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StopCoroutine("EnablePreviewMode");
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WPFMonoBehaviour.levelManager.SetGameState(LevelManager.GameState.Building);
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}
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}
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}
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private void UpdatePosition()
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{
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LevelManager.GameState gameState = LevelManager.GameState.Building;
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LevelManager levelManager = WPFMonoBehaviour.levelManager;
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if ((bool)WPFMonoBehaviour.levelManager)
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{
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gameState = levelManager.gameState;
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}
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m_speed = 1f;
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currentPos = base.transform.position;
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currentFOV = base.camera.orthographicSize;
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switch (gameState)
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{
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case LevelManager.GameState.Running:
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if (!levelManager.contraptionRunning.m_cameraTarget || GameTime.RealTimeDelta == 0f)
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{
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return;
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}
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UpdateGameCamera(ref currentPos, ref currentFOV);
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currentFOV = Mathf.Clamp(currentFOV, 2f, CAMERA_MAX_ZOOM);
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break;
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case LevelManager.GameState.Completed:
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UpdateGameCamera(ref currentPos, ref currentFOV);
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currentFOV = Mathf.Clamp(currentFOV, 2f, CAMERA_MAX_ZOOM);
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break;
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case LevelManager.GameState.Preview:
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currentPos = m_cameraPreview.m_controlPoints[0].position;
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currentFOV = m_cameraPreview.m_controlPoints[0].zoom;
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break;
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case LevelManager.GameState.PreviewMoving:
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m_cameraPreview.UpdateCameraPreview(ref currentPos, ref currentFOV);
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if (m_cameraPreview.Done)
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{
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WPFMonoBehaviour.levelManager.SetGameState(LevelManager.GameState.Building);
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}
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break;
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case LevelManager.GameState.PreviewWhileBuilding:
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if (m_state == CameraState.Building)
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{
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m_state = CameraState.Preview;
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StartCoroutine("EnablePreviewMode");
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}
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UpdateGameCamera(ref currentPos, ref currentFOV);
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break;
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case LevelManager.GameState.PreviewWhileRunning:
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m_state = CameraState.Preview;
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UpdateGameCamera(ref currentPos, ref currentFOV);
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break;
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case LevelManager.GameState.Building:
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if (m_state != CameraState.Building)
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{
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StopCoroutine("EnablePreviewMode");
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}
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m_state = CameraState.Building;
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UpdateGameCamera(ref currentPos, ref currentFOV);
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break;
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}
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IsCameraInLimits(ref currentPos, ref currentFOV);
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base.transform.position = currentPos;
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base.camera.orthographicSize = currentFOV;
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}
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private void UpdateGameCamera(ref Vector3 currentPos, ref float currentFOV)
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{
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switch (m_state)
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{
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case CameraState.Building:
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{
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Vector3 vector4 = m_cameraPreview.m_controlPoints[m_cameraPreview.m_controlPoints.Count - 1].position - (Vector2)currentPos;
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currentPos += vector4 * GameTime.RealTimeDelta * 4f;
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float num3 = m_cameraPreview.m_controlPoints[m_cameraPreview.m_controlPoints.Count - 1].zoom - currentFOV;
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currentFOV += num3 * GameTime.RealTimeDelta * 4f;
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break;
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}
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case CameraState.Follow:
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{
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Vector3 vector3 = WPFMonoBehaviour.levelManager.contraptionRunning.m_cameraTarget.transform.position + Vector3.ClampMagnitude(WPFMonoBehaviour.levelManager.contraptionRunning.m_cameraTarget.rigidbody.velocity * 1.5f, 20f) - currentPos;
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currentPos += vector3 * GameTime.RealTimeDelta;
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float num2 = 8f + WPFMonoBehaviour.levelManager.contraptionRunning.m_cameraTarget.rigidbody.velocity.magnitude - currentFOV;
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currentFOV += num2 * GameTime.RealTimeDelta;
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break;
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}
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case CameraState.Pan:
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{
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Vector3 vector5 = currentPos;
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if (WPFMonoBehaviour.gameData.m_useTouchControls)
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{
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if (Input.touchCount < 1)
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{
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break;
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}
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currentPos += (Vector3)(-Input.GetTouch(0).deltaPosition) * GameTime.RealTimeDelta * (currentFOV / CAMERA_MAX_ZOOM);
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}
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else
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{
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currentPos += (WPFMonoBehaviour.ScreenToZ0(m_touches[0]) - WPFMonoBehaviour.ScreenToZ0(Input.mousePosition)) * 40f * GameTime.RealTimeDelta * (currentFOV / CAMERA_MAX_ZOOM);
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m_touches[0] = Input.mousePosition;
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}
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currentPos.z = vector5.z;
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break;
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}
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case CameraState.Zoom:
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if (WPFMonoBehaviour.gameData.m_useTouchControls)
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{
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if (Input.touchCount < 2)
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{
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break;
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}
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try
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{
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Touch touch = Input.GetTouch(0);
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Touch touch2 = Input.GetTouch(1);
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Vector2 vector = touch.position - touch2.position;
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Vector2 vector2 = touch.position - touch.deltaPosition - (touch2.position - touch2.deltaPosition);
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float num = vector.magnitude - vector2.magnitude;
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m_zoomFactor = (0f - num) * GameTime.RealTimeDelta;
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}
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catch
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{
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}
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}
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else
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{
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m_zoomFactor = (0f - Input.GetAxis("Mouse ScrollWheel")) * 48f * GameTime.RealTimeDelta;
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}
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m_speed = 100f;
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m_transitionTimer = 1f;
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currentFOV += m_zoomFactor;
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if (currentFOV > WPFMonoBehaviour.levelManager.m_cameraMaxZoom)
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{
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currentFOV = WPFMonoBehaviour.levelManager.m_cameraMaxZoom;
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}
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if (currentFOV < WPFMonoBehaviour.levelManager.m_cameraMinZoom)
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{
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currentFOV = WPFMonoBehaviour.levelManager.m_cameraMinZoom;
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}
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break;
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case CameraState.Wait:
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break;
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}
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}
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private void IsCameraInLimits(ref Vector3 newPos, ref float ortoSize)
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{
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bool flag = Screen.width > Screen.height;
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bool flag2 = m_cameraLimits.size.x > m_cameraLimits.size.y;
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float num = (float)Screen.width / (float)Screen.height;
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if (num > m_cameraLimits.size.x / m_cameraLimits.size.y)
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{
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num = m_cameraLimits.size.x / m_cameraLimits.size.y;
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}
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float num2 = 0f;
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num2 = (flag ? ((!flag2) ? (Mathf.Min(m_cameraLimits.size.x / 2f, m_cameraLimits.size.y / 2f) / num) : Mathf.Min(m_cameraLimits.size.x / 2f, m_cameraLimits.size.y / 2f)) : ((!flag2) ? (Mathf.Min(m_cameraLimits.size.x / 2f, m_cameraLimits.size.y / 2f) / num) : Mathf.Min(m_cameraLimits.size.x / 2f, m_cameraLimits.size.y / 2f)));
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if (ortoSize > num2)
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{
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ortoSize = num2;
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}
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float min = m_cameraLimits.topLeft.x + ortoSize * num;
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float max = m_cameraLimits.topLeft.x + m_cameraLimits.size.x - ortoSize * num;
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float max2 = m_cameraLimits.topLeft.y - base.camera.orthographicSize;
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float min2 = m_cameraLimits.topLeft.y - m_cameraLimits.size.y + ortoSize;
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newPos.x = Mathf.Clamp(newPos.x, min, max);
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newPos.y = Mathf.Clamp(newPos.y, min2, max2);
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newPos.z = -15f;
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}
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private void DoPanning()
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{
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if (WPFMonoBehaviour.gameData.m_useTouchControls)
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{
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if (Input.touchCount == 1)
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{
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if (Input.GetTouch(0).phase == TouchPhase.Began && m_state != CameraState.Preview)
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{
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m_touches[0] = Input.GetTouch(0).position;
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}
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if (Vector3.Distance(Input.GetTouch(0).position, m_touches[0]) > 30f)
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{
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m_transitionTimer = 1f;
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m_state = CameraState.Pan;
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}
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if (Input.GetTouch(0).phase == TouchPhase.Ended && m_state == CameraState.Pan)
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{
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m_state = CameraState.Wait;
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}
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}
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}
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else if (Input.GetMouseButton(0))
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{
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if (Input.GetMouseButtonDown(0))
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{
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m_touches[0] = Input.mousePosition;
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}
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if (Vector3.Distance(Input.mousePosition, m_touches[0]) > 30f)
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{
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m_transitionTimer = 1f;
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m_state = CameraState.Pan;
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}
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}
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else if (Input.GetMouseButtonUp(0) && m_state == CameraState.Pan)
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{
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m_state = CameraState.Wait;
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}
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}
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}
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