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Need Help Understanding a Script
So i'm pretty new to unity - only been coding for 4 months - and need help understanding a script. The problem is i'm trying to write a new script like that script except with some changes and adding it to a script I have already written but I really am dumb to understand this script lol. The stuff I don't understand is what happens in some parts of the script and weather they are necessary or not so that I don't unnecessarily add stuff to my new script. Another thing I have in my game is that the camera is attached to the plane so if someone could explain how or write another script that is like this script but is for the plane because I would like to keep my camera attached to the plane. All help would be greatly appreciated.
This is the link to the video: https://www.youtube.com/watch?v=pdrAVzDMz14
public class MouseFlightController : MonoBehaviour
{
[Header("Components")]
[SerializeField] [Tooltip("Transform of the aircraft the rig follows and references")]
private Transform aircraft = null;
[SerializeField] [Tooltip("Transform of the object the mouse rotates to generate MouseAim position")]
private Transform mouseAim = null;
[SerializeField] [Tooltip("Transform of the object on the rig which the camera is attached to")]
private Transform cameraRig = null;
[SerializeField] [Tooltip("Transform of the camera itself")]
private Transform cam = null;
[Header("Options")]
[SerializeField] [Tooltip("Follow aircraft using fixed update loop")]
private bool useFixed = true;
[SerializeField] [Tooltip("How quickly the camera tracks the mouse aim point.")]
private float camSmoothSpeed = 5f;
[SerializeField] [Tooltip("Mouse sensitivity for the mouse flight target")]
private float mouseSensitivity = 3f;
[SerializeField] [Tooltip("How far the boresight and mouse flight are from the aircraft")]
private float aimDistance = 500f;
[Space]
[SerializeField] [Tooltip("How far the boresight and mouse flight are from the aircraft")]
private bool showDebugInfo = false;
private Vector3 frozenDirection = Vector3.forward;
private bool isMouseAimFrozen = false;
/// <summary>
/// Get a point along the aircraft's boresight projected out to aimDistance meters.
/// Useful for drawing a crosshair to aim fixed forward guns with, or to indicate what
/// direction the aircraft is pointed.
/// </summary>
public Vector3 BoresightPos
{
get
{
return aircraft == null
? transform.forward * aimDistance
: (aircraft.transform.forward * aimDistance) + aircraft.transform.position;
}
}
/// <summary>
/// Get the position that the mouse is indicating the aircraft should fly, projected
/// out to aimDistance meters. Also meant to be used to draw a mouse cursor.
/// </summary>
public Vector3 MouseAimPos
{
get
{
if (mouseAim != null)
{
return isMouseAimFrozen
? GetFrozenMouseAimPos()
: mouseAim.position + (mouseAim.forward * aimDistance);
}
else
{
return transform.forward * aimDistance;
}
}
}
private void Awake()
{
if (aircraft == null)
Debug.LogError(name + "MouseFlightController - No aircraft transform assigned!");
if (mouseAim == null)
Debug.LogError(name + "MouseFlightController - No mouse aim transform assigned!");
if (cameraRig == null)
Debug.LogError(name + "MouseFlightController - No camera rig transform assigned!");
if (cam == null)
Debug.LogError(name + "MouseFlightController - No camera transform assigned!");
// To work correctly, the entire rig must not be parented to anything.
// When parented to something (such as an aircraft) it will inherit those
// rotations causing unintended rotations as it gets dragged around.
transform.parent = null;
}
private void Update()
{
if (useFixed == false)
UpdateCameraPos();
RotateRig();
}
private void FixedUpdate()
{
if (useFixed == true)
UpdateCameraPos();
}
private void RotateRig()
{
if (mouseAim == null || cam == null || cameraRig == null)
return;
// Freeze the mouse aim direction when the free look key is pressed.
if (Input.GetKeyDown(KeyCode.C))
{
isMouseAimFrozen = true;
frozenDirection = mouseAim.forward;
}
else if (Input.GetKeyUp(KeyCode.C))
{
isMouseAimFrozen = false;
mouseAim.forward = frozenDirection;
}
// Mouse input.
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseY = -Input.GetAxis("Mouse Y") * mouseSensitivity;
// Rotate the aim target that the plane is meant to fly towards.
// Use the camera's axes in world space so that mouse motion is intuitive.
mouseAim.Rotate(cam.right, mouseY, Space.World);
mouseAim.Rotate(cam.up, mouseX, Space.World);
// The up vector of the camera normally is aligned to the horizon. However, when
// looking straight up/down this can feel a bit weird. At those extremes, the camera
// stops aligning to the horizon and instead aligns to itself.
Vector3 upVec = (Mathf.Abs(mouseAim.forward.y) > 0.9f) ? cameraRig.up : Vector3.up;
// Smoothly rotate the camera to face the mouse aim.
cameraRig.rotation = Damp(cameraRig.rotation,
Quaternion.LookRotation(mouseAim.forward, upVec),
camSmoothSpeed,
Time.deltaTime);
}
private Vector3 GetFrozenMouseAimPos()
{
if (mouseAim != null)
return mouseAim.position + (frozenDirection * aimDistance);
else
return transform.forward * aimDistance;
}
private void UpdateCameraPos()
{
if (aircraft != null)
{
// Move the whole rig to follow the aircraft.
transform.position = aircraft.position;
}
}
// Thanks to Rory Driscoll
// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
/// <summary>
/// Creates dampened motion between a and b that is framerate independent.
/// </summary>
/// <param name="a">Initial parameter</param>
/// <param name="b">Target parameter</param>
/// <param name="lambda">Smoothing factor</param>
/// <param name="dt">Time since last damp call</param>
/// <returns></returns>
private Quaternion Damp(Quaternion a, Quaternion b, float lambda, float dt)
{
return Quaternion.Slerp(a, b, 1 - Mathf.Exp(-lambda * dt));
}
private void OnDrawGizmos()
{
if (showDebugInfo == true)
{
Color oldColor = Gizmos.color;
// Draw the boresight position.
if (aircraft != null)
{
Gizmos.color = Color.white;
Gizmos.DrawWireSphere(BoresightPos, 10f);
}
if (mouseAim != null)
{
// Draw the position of the mouse aim position.
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(MouseAimPos, 10f);
// Draw axes for the mouse aim transform.
Gizmos.color = Color.blue;
Gizmos.DrawRay(mouseAim.position, mouseAim.forward * 50f);
Gizmos.color = Color.green;
Gizmos.DrawRay(mouseAim.position, mouseAim.up * 50f);
Gizmos.color = Color.red;
Gizmos.DrawRay(mouseAim.position, mouseAim.right * 50f);
}
Gizmos.color = oldColor;
}
}
}
}
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