CameraCtrlComponent.cs 5.0 KB

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  1. using UnityCommon;
  2. using UnityEngine;
  3. using UnityGameFramework.Runtime;
  4. using Cinemachine;
  5. namespace GFMain
  6. {
  7. public class CameraCtrlComponent : GameFrameworkComponent
  8. {
  9. [SerializeField]
  10. private GameObject goCameraController;
  11. [HideInInspector]
  12. public CameraController cameraController;
  13. /// <summary>
  14. /// 当前相机状态
  15. /// </summary>
  16. public UnityCommon.CameraState cameraStateCurrent
  17. {
  18. get { return cameraController.cameraStateCurrent; }
  19. }
  20. protected override void Awake()
  21. {
  22. base.Awake();
  23. goCameraController = Instantiate(goCameraController, transform);
  24. cameraController = goCameraController.GetComponent<CameraController>();
  25. stateNone = new NoneState(cameraController.cameraMain);
  26. }
  27. private NoneState stateNone;
  28. /// <summary>
  29. /// 飞行视角
  30. /// </summary>
  31. /// <param name="p"></param>
  32. /// <param name="q"></param>
  33. public void ToFly(Vector3 p, Quaternion q)
  34. {
  35. var flyState = new FlyState(cameraController.cameraMain, p, q);
  36. cameraController.Enter(flyState);
  37. }
  38. /// <summary>
  39. /// 飞行视角,注视目标对象
  40. /// </summary>
  41. /// <param name="pFocus"></param>
  42. /// <param name="distance"></param>
  43. public void ToFly_lookat(Vector3 pFocus, float distance)
  44. {
  45. Vector3 pOrignal = pFocus + ((cameraController.cameraMain.transform.position - pFocus).normalized * distance);
  46. //var r = Quaternion.Euler(pFocus - pOrignal);
  47. var r = Quaternion.LookRotation(pFocus - pOrignal, Vector3.up);
  48. ToFly(pOrignal, r);
  49. }
  50. /// <summary>
  51. /// 特写视角
  52. /// </summary>
  53. /// <param name="pFocus">目标对象位置</param>
  54. /// <param name="pOrignal">初始相机位置</param>
  55. public void ToCloseUp(Vector3 pFocus, Vector3 pOrignal)
  56. {
  57. var closeUpState = new CloseUpState(cameraController.cameraMain, pFocus, pOrignal);
  58. cameraController.Enter(closeUpState);
  59. }
  60. /// <summary>
  61. /// 特写视角
  62. /// </summary>
  63. /// <param name="pFocus">目标对象位置</param>
  64. /// <param name="distance">离目标对象的初始距离</param>
  65. public void ToCloseUp(Vector3 pFocus, float distance)
  66. {
  67. Vector3 pOrignal = pFocus + ((cameraController.cameraMain.transform.position - pFocus).normalized * distance);
  68. ToCloseUp(pFocus, pOrignal);
  69. }
  70. /// <summary>
  71. /// 特写视角,根据目标Transform包围盒自动计算合适距离
  72. /// </summary>
  73. /// <param name="tf">目标对象</param>
  74. public void ToCloseUp(Transform tf)
  75. {
  76. var p = Utility.GetCenterPosition(tf);
  77. var bounds = Utility.GetBounds(tf);
  78. MainEntry.CameraCtrl.ToCloseUp(p, Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z) + 1);
  79. }
  80. /// <summary>
  81. /// 第一人称视角
  82. /// </summary>
  83. /// <param name="p">位置</param>
  84. /// <param name="q">旋转</param>
  85. public void ToFP(Vector3 p, Quaternion q)
  86. {
  87. var fpState = new FPState(cameraController.cameraMain, p, q, cameraController.fpsController);
  88. cameraController.Enter(fpState);
  89. }
  90. /// <summary>
  91. /// 第一人称视角
  92. /// </summary>
  93. /// <param name="tfTarget">目标对象</param>
  94. public void ToFP(Transform tfTarget)
  95. {
  96. ToFP(tfTarget.position, tfTarget.rotation);
  97. }
  98. /// <summary>
  99. /// 跟随视角
  100. /// </summary>
  101. /// <param name="tfTarget">跟随对象</param>
  102. public void ToFollow(Transform tfTarget)
  103. {
  104. var follow = new FollowState(cameraController.cameraMain, tfTarget);
  105. cameraController.Enter(follow);
  106. }
  107. /// <summary>
  108. /// 切换相机状态
  109. /// </summary>
  110. /// <param name="state"></param>
  111. public void To(UnityCommon.CameraState state)
  112. {
  113. cameraController.Enter(state);
  114. }
  115. /// <summary>
  116. /// 相机关闭
  117. /// </summary>
  118. public void ToNone()
  119. {
  120. cameraController.Enter(stateNone);
  121. }
  122. public void ToCinemachine()
  123. {
  124. cameraController.Enter(new CinemachineState(cameraController.cameraMain));
  125. }
  126. /// <summary>
  127. /// 返回前一个相机控制状态
  128. /// </summary>
  129. public void ToPreCamerastate()
  130. {
  131. cameraController.Enter(cameraStateCurrent?.preCameraState);
  132. }
  133. public UnityCommon.CameraState ToMotionless(Transform tfTarget)
  134. {
  135. return ToMotionless(tfTarget.position, tfTarget.rotation);
  136. }
  137. public UnityCommon.CameraState ToMotionless(Vector3 p, Quaternion r)
  138. {
  139. var state = new MotionlessState(cameraController.cameraMain, p, r);
  140. cameraController.Enter(state);
  141. return state;
  142. }
  143. }
  144. }