Fix up eagle eye's weirdness, add option to auto clear saves

This commit is contained in:
Michal Pikulski
2025-11-24 10:37:40 +01:00
parent 3f847508be
commit ff28bd23cb
10 changed files with 235 additions and 84 deletions

View File

@@ -1,84 +1,131 @@
using System.Collections;
using Unity.Cinemachine;
using UnityEngine;
using System.Collections;
public class EagleEyeBehaviour : MonoBehaviour
namespace DamianExperiments
{
[SerializeField] private CinemachineCamera virtualCamera;
[SerializeField] private CinemachineConfiner2D confiner2D;
[SerializeField] private float zoomOutOrthoSize = 30f;
[SerializeField] private float normalOrthoSize = 15f;
private float currentOrthoSize;
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
private Coroutine zoomCoroutine;
public void ActivateEagleEye()
public class EagleEyeBehaviour : MonoBehaviour
{
//Assigns the Virtual Camera and Confiner if not already assigned
if (virtualCamera == null)
{
virtualCamera = FindAnyObjectByType<CinemachineCamera>();
}
if (confiner2D == null)
{
confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
}
// Serialized backing fields allow manual assignment in the inspector
private GameObject _cinecameraObject;
private CinemachineCamera _virtualCamera;
private CinemachineConfiner2D _confiner2D;
// Implementation for activating eagle eye behaviour
if (disablePlayerInputDuringEagleEye)
// Lazy-fetched properties: if null, try to find the GameObject tagged "MainCinemachineCamera"
private CinemachineCamera VirtualCamera
{
currentOrthoSize = virtualCamera.Lens.OrthographicSize;
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = false;
}
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(EagleEyeSequence());
}
private IEnumerator EagleEyeSequence()
{
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.RequestPause(this); // Disable player input
}
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
yield return new WaitForSeconds(eagleEyeDuration);
float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
if (disablePlayerInputDuringEagleEye)
{
Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
}
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = true;
}
}
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
{
float startSize = cam.Lens.OrthographicSize;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (confiner2D != null)
get
{
confiner2D.InvalidateBoundingShapeCache();
if (_virtualCamera == null)
{
if (_cinecameraObject == null)
_cinecameraObject = GameObject.FindWithTag("MainCinemachineCamera");
if (_cinecameraObject != null)
{
_virtualCamera = _cinecameraObject.GetComponent<CinemachineCamera>();
if (_virtualCamera == null)
Debug.LogWarning("EagleEyeBehaviour: Found object with tag 'MainCinemachineCamera' " +
"but couldn't find a CinemachineCamera component.");
}
else
{
Debug.LogWarning("EagleEyeBehaviour: No GameObject found with tag 'MainCinemachineCamera'.");
}
}
return _virtualCamera;
}
yield return null;
set => _virtualCamera = value;
}
cam.Lens.OrthographicSize = targetSize;
if (confiner2D != null)
private CinemachineConfiner2D Confiner2D
{
confiner2D.InvalidateBoundingShapeCache();
get
{
if (_confiner2D == null)
{
// If a virtual camera exists, try to pull the confiner from it
if (VirtualCamera != null)
{
_confiner2D = VirtualCamera.GetComponent<CinemachineConfiner2D>();
}
if (_confiner2D == null)
{
Debug.LogWarning("EagleEyeBehaviour: CinemachineConfiner2D not found on the MainCinemachineCamera object.");
}
}
return _confiner2D;
}
set => _confiner2D = value;
}
[SerializeField] private float zoomOutOrthoSize = 30f;
[SerializeField] private float normalOrthoSize = 15f;
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
private Coroutine _zoomCoroutine;
private Coroutine _smoothOrthoCoroutine;
private float _currentOrthoSize;
public void ResetEagleEye()
{
if (_zoomCoroutine != null)
StopCoroutine(_zoomCoroutine);
if (_smoothOrthoCoroutine != null)
StopCoroutine(_smoothOrthoCoroutine);
if (eagleEyeButton != null)
eagleEyeButton.interactable = true;
}
public void ActivateEagleEye()
{
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = false;
}
if (_zoomCoroutine != null) StopCoroutine(_zoomCoroutine);
_zoomCoroutine = StartCoroutine(EagleEyeSequence());
}
private IEnumerator EagleEyeSequence()
{
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomOutOrthoSize, transitionDuration));
yield return _smoothOrthoCoroutine;
yield return new WaitForSeconds(eagleEyeDuration);
float zoomInTarget = normalOrthoSize;
_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomInTarget, transitionDuration));;
yield return _smoothOrthoCoroutine;
if (eagleEyeButton != null)
{
eagleEyeButton.interactable = true;
}
}
private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
{
float startSize = cam.Lens.OrthographicSize;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
if (Confiner2D != null)
{
Confiner2D.InvalidateBoundingShapeCache();
}
yield return null;
}
cam.Lens.OrthographicSize = targetSize;
if (Confiner2D != null)
{
Confiner2D.InvalidateBoundingShapeCache();
}
}
}
}