163 lines
5.1 KiB
C#
163 lines
5.1 KiB
C#
using System.Collections;
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using Cinemachine;
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using Convention.WindowsUI.Variant;
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using UnityEngine;
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namespace Demo.Game
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{
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public class CameraObject : ScriptableObject
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{
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private Camera MainCamera;
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private CinemachineVirtualCamera VirtualCamera;
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public static CameraObject MakeCameraObject()
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{
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Transform mainCameraTransform = Editor.EditorController.instance.MainGameController.MainCameraTransform;
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if (mainCameraTransform.GetComponent<CameraObject>() != null)
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{
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Debug.LogError($"Too much {nameof(CameraObject)}", mainCameraTransform);
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return null;
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}
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// Binding Output
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FindObjectOfType<SceneGameWindow>().ModuleCamera =
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mainCameraTransform.gameObject.GetComponent<CinemachineVirtualCameraBase>();
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return mainCameraTransform.gameObject.AddComponent<CameraObject>();
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}
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private void Start()
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{
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MainCamera = Camera.main;
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VirtualCamera = GetComponent<CinemachineVirtualCamera>();
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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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FindObjectOfType<SceneGameWindow>().ModuleCamera = null;
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}
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetOrthographic(bool orthographic)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetFieldOfView(float fieldOfView)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetOrthographicSize(float orthographicSize)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetNearClipPlane(float nearClipPlane)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetFarClipPlane(float farClipPlane)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetDepth(float depth)
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{
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraFollow(ScriptableObject target)
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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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[Convention.RScript.Variable.Attr.Method]
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public void SetVirtualCameraLookAt(ScriptableObject target)
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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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/// 设置虚拟相机跟随偏移
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/// </summary>
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/// <param name="x">X轴偏移</param>
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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(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(x, y, z);
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}
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}
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/// <summary>
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/// 设置虚拟相机跟随阻尼
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/// </summary>
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/// <param name="x">X轴阻尼</param>
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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(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 = 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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/// <summary>
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/// 设置虚拟相机观察阻尼
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/// </summary>
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/// <param name="x">X轴阻尼</param>
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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(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 = 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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}
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