推进同化RScript
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@@ -30,11 +30,6 @@ namespace Demo.Game
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VirtualCamera = GetComponent<CinemachineVirtualCamera>();
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}
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public override IEnumerator LoadScript(string script)
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{
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yield return base.LoadScript(script);
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}
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public override IEnumerator UnloadScript()
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{
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yield return base.UnloadScript();
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@@ -44,89 +39,73 @@ namespace Demo.Game
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/// <summary>
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/// 设置是否为正交相机
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetOrthographic(string arg)
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public void SetOrthographic(bool orthographic)
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{
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MainCamera.orthographic = ConvertValue<bool>(arg);
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MainCamera.orthographic = orthographic;
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}
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/// <summary>
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/// 设置相机视野角度
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetFieldOfView(string arg)
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public void SetFieldOfView(float fieldOfView)
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{
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MainCamera.fieldOfView = Parse(arg);
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MainCamera.fieldOfView = fieldOfView;
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}
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/// <summary>
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/// 设置正交相机的尺寸
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetOrthographicSize(string arg)
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public void SetOrthographicSize(float orthographicSize)
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{
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MainCamera.orthographicSize = Parse(arg);
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MainCamera.orthographicSize = orthographicSize;
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}
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/// <summary>
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/// 设置近裁剪面距离
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetNearClipPlane(string arg)
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public void SetNearClipPlane(float nearClipPlane)
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{
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MainCamera.nearClipPlane = Parse(arg);
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MainCamera.nearClipPlane = nearClipPlane;
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}
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/// <summary>
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/// 设置远裁剪面距离
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetFarClipPlane(string arg)
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public void SetFarClipPlane(float farClipPlane)
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{
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MainCamera.farClipPlane = Parse(arg);
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MainCamera.farClipPlane = farClipPlane;
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}
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/// <summary>
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/// 设置相机深度
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/// </summary>
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/// <param name="arg"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetDepth(string arg)
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public void SetDepth(float depth)
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{
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MainCamera.depth = Parse(arg);
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MainCamera.depth = depth;
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}
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/// <summary>
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/// 设置虚拟相机跟随目标
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/// </summary>
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/// <param name="targetName">对象相对路径</param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraFollow(string targetName)
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public void SetVirtualCameraFollow(ScriptableObject target)
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{
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var target = FindWithPath(targetName, false);
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if (target != null)
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{
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VirtualCamera.Follow = target.transform;
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}
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VirtualCamera.Follow = target.transform;
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}
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/// <summary>
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/// 设置虚拟相机观察目标
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/// </summary>
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/// <param name="targetName">对象相对路径</param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraLookAt(string targetName)
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public void SetVirtualCameraLookAt(ScriptableObject target)
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{
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var target = FindWithPath(targetName, false);
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if (target != null)
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{
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VirtualCamera.LookAt = target.transform;
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}
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VirtualCamera.LookAt = target.transform;
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}
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/// <summary>
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@@ -136,16 +115,12 @@ namespace Demo.Game
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/// <param name="y">Y轴偏移</param>
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/// <param name="z">Z轴偏移</param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraFollowOffset(string x, string y, string z)
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public void SetVirtualCameraFollowOffset(float x, float y, float z)
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{
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var body = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineTransposer>();
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if (body != null)
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{
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body.m_FollowOffset = new Vector3(
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Parse(x),
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Parse(y),
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Parse(z)
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);
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body.m_FollowOffset = new Vector3(x, y, z);
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}
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}
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@@ -156,14 +131,14 @@ namespace Demo.Game
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/// <param name="y">Y轴阻尼</param>
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/// <param name="z">Z轴阻尼</param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraFollowDamping(string x, string y, string z)
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public void SetVirtualCameraFollowDamping(float x, float y, float z)
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{
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var body = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineTransposer>();
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if (body != null)
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{
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body.m_XDamping = Parse(x);
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body.m_YDamping = Parse(y);
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body.m_ZDamping = Parse(z);
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body.m_XDamping = x;
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body.m_YDamping = y;
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body.m_ZDamping = z;
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}
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}
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@@ -174,13 +149,13 @@ namespace Demo.Game
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/// <param name="y">Y轴阻尼</param>
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/// <param name="z">Z轴阻尼</param>
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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraLookAtDamping(string x, string y, string z)
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public void SetVirtualCameraLookAtDamping(float x, float y, float z)
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{
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var aim = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineComposer>();
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if (aim != null)
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{
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aim.m_HorizontalDamping = Parse(x);
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aim.m_VerticalDamping = Parse(y);
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aim.m_HorizontalDamping = x;
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aim.m_VerticalDamping = y;
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}
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}
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}
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