fix: caméra — delta souris direct, toggle clic droit, no InputAxisController

- Lit Mouse.current.delta directement (pas d'accrochage au bord d'écran)
- CinemachineInputAxisController désactivé (on gère tout nous-mêmes)
- OnEnable/OnDisable : lock/unlock automatique selon état Player
- Clic droit = toggle cursor lock (pas besoin de maintenir)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-15 14:44:35 +02:00
parent 065ae8465f
commit 026b1d954c

View File

@@ -3,53 +3,85 @@ using UnityEngine.InputSystem;
using Unity.Cinemachine;
/// <summary>
/// Adds ZQSD (AZERTY) / WASD (QWERTY) keyboard orbit for the Cinemachine camera.
/// Works in parallel with mouse orbit via CinemachineInputAxisController.
/// Attach to the CinemachineCamera GameObject alongside CinemachineOrbitalFollow.
/// Orbit camera via mouse delta direct (bypass CinemachineInputAxisController)
/// + keyboard fallback. Right-click toggles cursor lock.
/// Active uniquement quand le Player est actif (gameplay).
/// </summary>
public class CameraOrbitKeyboard : MonoBehaviour
{
[Header("Orbit Speed (degrees/sec)")]
[Header("Keyboard Orbit Speed (deg/s)")]
public float horizontalSpeed = 150f;
public float verticalSpeed = 80f;
[Header("Mouse Sensitivity (deg/px)")]
public float mouseSensitivity = 0.2f;
private CinemachineOrbitalFollow _orbital;
private CinemachineInputAxisController _axisController;
void Start()
void Awake()
{
_orbital = GetComponent<CinemachineOrbitalFollow>();
_axisController = GetComponent<CinemachineInputAxisController>();
if (_orbital == null)
Debug.LogWarning("[CameraOrbitKeyboard] CinemachineOrbitalFollow not found on this GameObject.");
}
void OnEnable()
{
// On gère la souris nous-mêmes
if (_axisController != null) _axisController.enabled = false;
LockCursor();
}
void OnDisable()
{
UnlockCursor();
}
void LockCursor()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void UnlockCursor()
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
void Update()
{
if (_orbital == null) return;
// Enforce cursor lock while this script is active (Player hierarchy is active = in gameplay)
if (Cursor.lockState != CursorLockMode.Locked)
var mouse = Mouse.current;
// Clic droit = toggle lock
if (mouse != null && mouse.rightButton.wasPressedThisFrame)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (Cursor.lockState == CursorLockMode.Locked)
UnlockCursor();
else
LockCursor();
}
// Freeze camera orbit (keyboard + mouse) when keybind menu is open
if (KeyBindingUI.IsVisible)
if (KeyBindingUI.IsVisible) return;
// Souris — seulement quand locked (delta infini, sans accrochage au bord)
if (Cursor.lockState == CursorLockMode.Locked && mouse != null)
{
if (_axisController != null && _axisController.enabled)
_axisController.enabled = false;
return;
}
else if (_axisController != null && !_axisController.enabled)
{
_axisController.enabled = true;
Vector2 delta = mouse.delta.ReadValue();
_orbital.HorizontalAxis.Value += delta.x * mouseSensitivity;
_orbital.VerticalAxis.Value = Mathf.Clamp(
_orbital.VerticalAxis.Value - delta.y * mouseSensitivity,
_orbital.VerticalAxis.Range.x,
_orbital.VerticalAxis.Range.y
);
}
// Clavier
var kb = Keyboard.current;
if (kb == null) return;
// Physical-key mapping: W/A/S/D positions = Z/Q/S/D on AZERTY
Key kUp = KeyBindingUI.GetKey("CamUp", Key.W);
Key kDown = KeyBindingUI.GetKey("CamDown", Key.S);
Key kLeft = KeyBindingUI.GetKey("CamLeft", Key.A);
@@ -61,7 +93,7 @@ public class CameraOrbitKeyboard : MonoBehaviour
if (kb[kUp].isPressed) v += 1f;
if (kb[kDown].isPressed) v -= 1f;
if (Mathf.Abs(h) > 0.001f || Mathf.Abs(v) > 0.001f)
if (h != 0f || v != 0f)
{
_orbital.HorizontalAxis.Value += h * horizontalSpeed * Time.deltaTime;
_orbital.VerticalAxis.Value = Mathf.Clamp(