Files
MIRROR-The-Mobius-Line/Assets/Scripts/Portals/PortalCamera.cs
Pasha Bibko bb32967106 One of the portals works
*I'm crying in a corner rn
2025-04-02 10:10:25 +01:00

60 lines
2.2 KiB
C#

using UnityEngine;
[RequireComponent(typeof(Camera))]
public class PortalCamera : MonoBehaviour
{
[Header("Components")]
[SerializeField] Shader m_Shader;
// Private members //
public PortalManager m_DisplayPortal;
PortalManager m_CapturePortal;
RenderTexture m_RenderTexture;
Material m_RenderMaterial;
Camera m_Camera;
// Initialistion function for the camera
public void InitCamera(MeshRenderer renderer, PortalManager creator)
{
//
m_CapturePortal = creator.Linked();
m_DisplayPortal = creator;
// Gets the camera from the component
m_Camera = gameObject.GetComponent<Camera>();
// Creates the render texture
RenderTextureDescriptor descriptor = new(Screen.width, Screen.height);
m_RenderTexture = new RenderTexture(descriptor);
// Creates a material from the Cutout shader
// Needs to be created via code as all the materials have different settings
m_RenderMaterial = new Material(m_Shader);
// Links the camera to the mesh renderer
m_Camera.targetTexture = m_RenderTexture; // Sets it's camera to display to the render texture instead of the screen
m_RenderMaterial.mainTexture = m_RenderTexture; // Sets the material to use the render texture as it's texture
renderer.material = m_RenderMaterial; // Set's the renderer to use the material
}
// Update is called every frame
void Update()
{
// Gets the offset of the player from the display portal
Vector3 offset = m_DisplayPortal.PlayerOffset();
// Translates it to the capture portal and assigns it to the camera position
Transform t = m_CapturePortal.transform.parent;
transform.parent.position = (t.position) + (-t.forward * offset.z) + (t.up * offset.y) + (-t.right * offset.x);
//
float angle = Quaternion.Angle(m_DisplayPortal.transform.parent.rotation, m_CapturePortal.transform.parent.rotation);
Quaternion rotDif = Quaternion.AngleAxis(angle, Vector3.up);
Vector3 newCamDir = rotDif * CameraController.Instance().transform.forward;
transform.parent.rotation = Quaternion.LookRotation(newCamDir, Vector3.up);
}
}