64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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public sealed class FirstPersonCameraController : NetworkBehaviour, IPlayerSystem
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{
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[SerializeField, Range(1f, 89f)] private float verticalLookLimit = 80f;
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private Camera playerCamera;
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private AudioListener audioListener;
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private MeshRenderer playerRenderer;
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private float pitch;
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private bool isInitialized;
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public void Initialize(PlayerFacade facade)
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{
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playerCamera = GetComponentInChildren<Camera>(true);
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audioListener = playerCamera != null ? playerCamera.GetComponent<AudioListener>() : null;
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playerRenderer = GetComponentInChildren<MeshRenderer>();
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isInitialized = playerCamera != null;
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if (!isInitialized)
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return;
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bool isLocalPlayer = IsOwner;
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playerCamera.gameObject.SetActive(isLocalPlayer);
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if (!isLocalPlayer)
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return;
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if (playerRenderer != null)
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playerRenderer.enabled = false;
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foreach (Camera camera in FindObjectsByType<Camera>(FindObjectsSortMode.None))
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{
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if (camera != playerCamera)
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camera.enabled = false;
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}
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if (audioListener != null)
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audioListener.enabled = true;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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public void ApplyPitch(float pitchDelta)
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{
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if (!isInitialized || !IsOwner)
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return;
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pitch = Mathf.Clamp(pitch - pitchDelta, -verticalLookLimit, verticalLookLimit);
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playerCamera.transform.localRotation = Quaternion.Euler(pitch, 0f, 0f);
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}
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public override void OnNetworkDespawn()
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{
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if (IsOwner)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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}
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}
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