510 lines
15 KiB
C#
510 lines
15 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using UnityRawInput;
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using System.Linq;
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using Unity.Cinemachine;
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public class CameraManager : MonoBehaviour, IController
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{
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#region Classes
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private static class KeyMapping
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{
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private static readonly Dictionary<KeyCode, RawKey> _mapping;
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static KeyMapping()
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{
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_mapping = new Dictionary<KeyCode, RawKey>(RawKeySetup.KeyMapping);
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}
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public static bool TryGetRawKey(KeyCode keyCode, out RawKey rawKey)
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{
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return _mapping.TryGetValue(keyCode, out rawKey);
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}
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public static bool TryGetKeyCode(RawKey rawKey, out KeyCode keyCode)
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{
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var pair = _mapping.FirstOrDefault(x => x.Value == rawKey);
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keyCode = pair.Key;
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return keyCode != KeyCode.None;
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}
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public static bool IsValidRawKey(RawKey key)
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{
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return _mapping.ContainsValue(key);
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}
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}
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[System.Serializable]
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public class HotkeyCommand
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{
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public List<RawKey> rawKeys = new List<RawKey>();
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[System.NonSerialized] private List<KeyCode> unityKeys = new List<KeyCode>();
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[System.NonSerialized] public bool isRecording = false;
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[System.NonSerialized] private float recordStartTime;
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[System.NonSerialized] private const float MAX_RECORD_TIME = 2f;
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public void StartRecording()
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{
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isRecording = true;
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recordStartTime = Time.time;
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rawKeys.Clear();
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}
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public void StopRecording()
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{
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isRecording = false;
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InitializeUnityKeys();
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}
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public void UpdateRecording()
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{
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if (!isRecording) return;
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if (Time.time - recordStartTime > MAX_RECORD_TIME)
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{
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StopRecording();
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return;
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}
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foreach (KeyCode keyCode in System.Enum.GetValues(typeof(KeyCode)))
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{
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if (Input.GetKeyDown(keyCode) && KeyMapping.TryGetRawKey(keyCode, out RawKey rawKey))
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{
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if (!rawKeys.Contains(rawKey))
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{
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rawKeys.Add(rawKey);
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}
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}
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}
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bool allKeysReleased = rawKeys.Any() && rawKeys.All(key => !Input.GetKey(KeyMapping.TryGetKeyCode(key, out KeyCode keyCode) ? keyCode : KeyCode.None));
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if (allKeysReleased)
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{
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StopRecording();
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}
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}
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public void InitializeUnityKeys()
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{
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unityKeys.Clear();
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if (rawKeys == null || !rawKeys.Any()) return;
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foreach (var rawKey in rawKeys)
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{
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if (KeyMapping.TryGetKeyCode(rawKey, out KeyCode keyCode) && keyCode != KeyCode.None)
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{
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unityKeys.Add(keyCode);
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}
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}
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}
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public bool IsTriggered()
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{
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if (isRecording) return false;
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if (rawKeys == null || !rawKeys.Any()) return false;
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bool allRawKeysPressed = rawKeys.All(key => RawInput.IsKeyDown(key));
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if (allRawKeysPressed) return true;
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if (unityKeys.Any())
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{
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return unityKeys.All(key => Input.GetKey(key));
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}
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return false;
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}
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public override string ToString() =>
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rawKeys?.Any() == true ? string.Join(" + ", rawKeys) : "설정되지 않음";
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}
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[System.Serializable]
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public class CameraPreset
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{
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public string presetName = "New Camera Preset";
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public CinemachineCamera virtualCamera;
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public HotkeyCommand hotkey;
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[System.NonSerialized] public bool isEditingHotkey = false;
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public CameraPreset(CinemachineCamera camera)
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{
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virtualCamera = camera;
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presetName = camera?.gameObject.name ?? "Unnamed Camera";
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hotkey = new HotkeyCommand();
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}
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public bool IsValid() => virtualCamera != null && hotkey != null;
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}
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#endregion
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#region Events
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public delegate void CameraChangedEventHandler(CameraPreset oldPreset, CameraPreset newPreset);
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public event CameraChangedEventHandler OnCameraChanged;
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#endregion
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#region Fields
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[SerializeField] public List<CameraPreset> cameraPresets = new List<CameraPreset>();
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[Header("Camera Control Settings")]
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private float rotationSensitivity = 2f;
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private float panSpeed = 0.02f;
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private float zoomSpeed = 0.1f;
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private float orbitSpeed = 10f;
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private CinemachineCamera currentCamera;
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private InputHandler inputHandler;
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private CameraPreset currentPreset;
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private Vector3 rotationCenter = Vector3.zero;
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private Vector3 rotationStartPosition;
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private bool isRotating = false;
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// 초기 카메라 상태 저장
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private Vector3 initialPosition;
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private Quaternion initialRotation;
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private bool isInitialStateSet = false;
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#endregion
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#region Properties
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private bool IsValidSetup => currentCamera != null && inputHandler != null;
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public CameraPreset CurrentPreset => currentPreset;
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#endregion
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#region Unity Messages
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private void Awake()
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{
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InitializeInputHandler();
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InitializeRawInput();
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InitializeCameraPresets();
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}
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private void OnDestroy()
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{
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if (RawInput.IsRunning)
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{
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RawInput.OnKeyDown -= HandleRawKeyDown;
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RawInput.Stop();
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}
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}
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private void Update()
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{
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if (!IsValidSetup) return;
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UpdateHotkeyRecording();
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HandleCameraControls();
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HandleHotkeys();
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}
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private void UpdateHotkeyRecording()
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{
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foreach (var preset in cameraPresets)
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{
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if (preset?.hotkey?.isRecording == true)
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{
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preset.hotkey.UpdateRecording();
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}
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}
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}
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#endregion
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#region Initialization
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private void InitializeInputHandler()
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{
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inputHandler = GetComponent<InputHandler>();
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if (inputHandler == null)
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{
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inputHandler = gameObject.AddComponent<InputHandler>();
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}
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}
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private void InitializeRawInput()
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{
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if (!RawInput.IsRunning)
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{
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RawInput.Start();
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RawInput.WorkInBackground = true;
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}
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RawInput.OnKeyDown += HandleRawKeyDown;
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}
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private void InitializeCameraPresets()
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{
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if (cameraPresets == null)
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{
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cameraPresets = new List<CameraPreset>();
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}
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if (!cameraPresets.Any())
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{
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return;
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}
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foreach (var preset in cameraPresets.Where(p => p?.hotkey != null))
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{
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preset.hotkey.InitializeUnityKeys();
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}
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Set(0);
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// 초기 카메라 상태 저장
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if (currentCamera != null && !isInitialStateSet)
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{
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initialPosition = currentCamera.transform.position;
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initialRotation = currentCamera.transform.rotation;
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isInitialStateSet = true;
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}
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}
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#endregion
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#region Input Handling
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private void HandleRawKeyDown(RawKey key)
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{
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if (key == default(RawKey)) return;
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TryActivatePresetByInput(preset =>
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{
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if (preset?.hotkey == null) return false;
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return preset.hotkey.IsTriggered();
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});
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}
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private void HandleHotkeys()
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{
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if (Input.anyKeyDown)
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{
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TryActivatePresetByInput(preset =>
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{
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if (preset?.hotkey == null) return false;
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return preset.hotkey.IsTriggered();
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});
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}
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}
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private void TryActivatePresetByInput(System.Func<CameraPreset, bool> predicate)
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{
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var matchingPreset = cameraPresets?.FirstOrDefault(predicate);
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if (matchingPreset != null)
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{
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Set(cameraPresets.IndexOf(matchingPreset));
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}
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}
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#endregion
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#region Camera Controls
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private void HandleCameraControls()
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{
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if (!IsValidSetup) return;
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var virtualCamera = currentCamera;
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if (virtualCamera == null) return;
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// Alt+Q로 초기 위치로 복원
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if (Input.GetKey(KeyCode.LeftAlt) && Input.GetKeyDown(KeyCode.Q))
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{
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RestoreInitialCameraState();
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return;
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}
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HandleRotation(virtualCamera);
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HandlePanning(virtualCamera);
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HandleZooming(virtualCamera);
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HandleOrbiting(virtualCamera);
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}
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private void HandleRotation(CinemachineCamera virtualCamera)
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{
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Transform cameraTransform = virtualCamera.transform;
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if (inputHandler.IsRightMouseHeld())
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{
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if (!isRotating)
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{
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// 회전 시작 시 현재 위치 저장
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isRotating = true;
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rotationStartPosition = cameraTransform.position;
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// 현재 카메라의 y값을 기준으로 회전 중심점 설정
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rotationCenter = new Vector3(0f, rotationStartPosition.y, 0f);
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}
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Vector2 lookDelta = inputHandler.GetLookDelta();
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if (lookDelta.sqrMagnitude < float.Epsilon) return;
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// 현재 회전값을 오일러 각도로 가져오기
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Vector3 currentEuler = cameraTransform.eulerAngles;
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// X축 회전값을 -80도에서 80도 사이로 제한하기 위해 360도 형식에서 변환
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float currentX = currentEuler.x;
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if (currentX > 180f) currentX -= 360f;
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// 새로운 회전값 계산
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float newX = currentX - lookDelta.y * rotationSensitivity;
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float newY = currentEuler.y + lookDelta.x * rotationSensitivity;
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// X축 회전 제한 (-80도 ~ 80도)
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newX = Mathf.Clamp(newX, -80f, 80f);
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// 회전 적용
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Quaternion targetRotation = Quaternion.Euler(newX, newY, 0f);
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cameraTransform.rotation = targetRotation;
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// 회전 시작 위치를 기준으로 회전 (y값 유지)
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Vector3 relativePosition = rotationStartPosition - rotationCenter;
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Vector3 rotatedPosition = targetRotation * new Vector3(relativePosition.x, 0f, relativePosition.z);
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Vector3 newPosition = rotationCenter + rotatedPosition;
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cameraTransform.position = newPosition;
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}
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else
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{
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isRotating = false;
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}
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}
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private void HandlePanning(CinemachineCamera virtualCamera)
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{
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if (!inputHandler.IsMiddleMouseHeld()) return;
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Vector2 panDelta = inputHandler.GetLookDelta();
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if (panDelta.sqrMagnitude < float.Epsilon) return;
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Transform cameraTransform = virtualCamera.transform;
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// 이동 적용 (카메라의 right와 up 방향으로 이동)
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Vector3 right = cameraTransform.right * -panDelta.x * panSpeed;
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Vector3 up = cameraTransform.up * -panDelta.y * panSpeed;
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cameraTransform.position += right + up;
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}
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private void HandleZooming(CinemachineCamera virtualCamera)
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{
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if (inputHandler.IsZoomActive())
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{
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// Ctrl + 좌클릭으로 줌
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Vector2 lookDelta = inputHandler.GetLookDelta();
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if (lookDelta.sqrMagnitude < float.Epsilon) return;
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Transform cameraTransform = virtualCamera.transform;
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Vector3 forward = cameraTransform.forward * lookDelta.y * zoomSpeed * 10f;
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cameraTransform.position += forward;
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}
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else
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{
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// 마우스 휠로 줌
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float zoomDelta = inputHandler.GetZoomDelta();
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if (Mathf.Abs(zoomDelta) <= 0.1f) return;
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Transform cameraTransform = virtualCamera.transform;
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Vector3 forward = cameraTransform.forward * zoomDelta * zoomSpeed;
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cameraTransform.position += forward;
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}
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}
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private void HandleOrbiting(CinemachineCamera virtualCamera)
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{
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if (!inputHandler.IsOrbitActive()) return;
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Vector2 orbitDelta = inputHandler.GetLookDelta();
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if (orbitDelta.sqrMagnitude < float.Epsilon) return;
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Transform cameraTransform = virtualCamera.transform;
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// 현재 회전값을 오일러 각도로 가져오기
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Vector3 currentEuler = cameraTransform.eulerAngles;
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// X축 회전값을 -80도에서 80도 사이로 제한하기 위해 360도 형식에서 변환
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float currentX = currentEuler.x;
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if (currentX > 180f) currentX -= 360f;
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// 새로운 회전값 계산
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float newX = currentX - orbitDelta.y * orbitSpeed;
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float newY = currentEuler.y + orbitDelta.x * orbitSpeed;
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// X축 회전 제한 (-80도 ~ 80도)
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newX = Mathf.Clamp(newX, -80f, 80f);
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// 회전 적용
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Quaternion targetRotation = Quaternion.Euler(newX, newY, 0f);
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cameraTransform.rotation = targetRotation;
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// 원점으로부터의 거리 유지
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float distance = cameraTransform.position.magnitude;
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// 새로운 위치 계산 (원점으로부터의 거리 유지)
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Vector3 newPosition = targetRotation * Vector3.back * distance;
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cameraTransform.position = newPosition;
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}
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private void RestoreInitialCameraState()
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{
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if (!isInitialStateSet || currentCamera == null) return;
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currentCamera.transform.position = initialPosition;
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currentCamera.transform.rotation = initialRotation;
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// 회전 중심점 초기화
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rotationCenter = new Vector3(0f, initialPosition.y, 0f);
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}
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#endregion
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#region Camera Management
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public void Set(int index)
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{
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if (cameraPresets == null || index < 0 || index >= cameraPresets.Count) return;
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var newPreset = cameraPresets[index];
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if (!newPreset.IsValid()) return;
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var oldPreset = currentPreset;
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currentPreset = newPreset;
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UpdateCameraPriorities(newPreset.virtualCamera);
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OnCameraChanged?.Invoke(oldPreset, newPreset);
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}
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private void UpdateCameraPriorities(CinemachineCamera newCamera)
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{
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if (newCamera == null) return;
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if (currentCamera != null)
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{
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currentCamera.Priority = 0;
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}
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currentCamera = newCamera;
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currentCamera.Priority = 10;
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}
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#endregion
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#region Hotkey Management
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public void StartRecordingHotkey(int presetIndex)
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{
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if (cameraPresets == null || presetIndex < 0 || presetIndex >= cameraPresets.Count) return;
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var preset = cameraPresets[presetIndex];
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if (!preset.IsValid()) return;
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foreach (var otherPreset in cameraPresets)
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{
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if (otherPreset?.hotkey?.isRecording == true)
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{
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otherPreset.hotkey.StopRecording();
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}
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}
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preset.hotkey.StartRecording();
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}
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public void StopRecordingHotkey(int presetIndex)
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{
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if (cameraPresets == null || presetIndex < 0 || presetIndex >= cameraPresets.Count) return;
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var preset = cameraPresets[presetIndex];
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if (preset?.hotkey?.isRecording == true)
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{
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preset.hotkey.StopRecording();
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}
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}
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#endregion
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} |