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@@ -14,11 +14,20 @@ public abstract class CameraController : MonoBehaviour {
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public abstract Vector3 Right { get; set; }
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/// <summary> 旋转 </summary>
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public abstract Vector3 EulerAngles { get; set; }
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/// <summary> 距离 </summary>
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public abstract float Distance { get; set; }
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/// <summary> 视野 </summary>
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public abstract float VisualField { get; set; }
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/// <summary> 初始化 </summary>
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public abstract void Initialize();
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public virtual void Initial() {
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ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
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}
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/// <summary> 释放 </summary>
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public virtual void Release() {
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ModuleCamera.OnCameraMode -= ModuleCamera_OnCameraMode;
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}
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/// <summary> 相机模式 </summary>
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public abstract void ModuleCamera_OnCameraMode(CameraMode mode);
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/// <summary> 重置相机 </summary>
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public abstract void ResetCamera();
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@@ -23,21 +23,17 @@ public class CameraDefault : CameraController {
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get => throw new System.NotImplementedException();
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set => throw new System.NotImplementedException();
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}
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public override float Distance {
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public override float VisualField {
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get => throw new System.NotImplementedException();
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set => throw new System.NotImplementedException();
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}
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public override void Initialize() {
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ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
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}
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private void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
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public override void ModuleCamera_OnCameraMode(CameraMode mode) {
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#if UNITY_STANDALONE_WIN && !UNITY_EDITOR
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return;
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#endif
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gameObject.SetActive(mode == EnumCameraMode.None);
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if (mode == EnumCameraMode.None) { ModuleCamera.CurrentCamera = this; }
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gameObject.SetActive(mode == CameraMode.None);
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if (mode == CameraMode.None) { ModuleCamera.CurrentCamera = this; }
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}
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public override void ResetCamera() {
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@@ -28,7 +28,7 @@ public class CameraMoveAxis : CameraController {
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get => transform.eulerAngles;
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set => transform.eulerAngles = value;
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}
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public override float Distance {
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public override float VisualField {
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get => GetVisualField();
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set => SetVisualField(value);
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}
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@@ -44,13 +44,9 @@ public class CameraMoveAxis : CameraController {
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// depthOfField.focusDistance.SetValue(new FloatParameter(value));
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}
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public override void Initialize() {
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ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
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}
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private void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
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gameObject.SetActive(mode == EnumCameraMode.MoveAxis);
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if (mode == EnumCameraMode.MoveAxis) { ModuleCamera.CurrentCamera = this; }
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public override void ModuleCamera_OnCameraMode(CameraMode mode) {
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gameObject.SetActive(mode == CameraMode.MoveAxis);
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if (mode == CameraMode.MoveAxis) { ModuleCamera.CurrentCamera = this; }
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}
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public override void ResetCamera() {
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@@ -8,23 +8,40 @@ using MuHua;
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/// 相机模块
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/// </summary>
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public class ModuleCamera : ModuleSingle<ModuleCamera> {
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/// <summary> 当前相机 </summary>
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public static CameraController CurrentCamera;
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/// <summary> 相机模式事件 </summary>
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public static event Action<EnumCameraMode> OnCameraMode;
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public static event Action<CameraMode> OnCameraMode;
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/// <summary> 设置相机模式 </summary>
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public static void Mode(EnumCameraMode mode, bool isReset = true) {
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public static void Settings(CameraMode mode, bool isReset = true) {
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OnCameraMode?.Invoke(mode);
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if (isReset) { I.ResetCamera(); }
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}
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public List<CameraController> cameras;
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protected override void Awake() => NoReplace();
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protected override void Awake() {
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NoReplace();
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cameras.ForEach(obj => obj.Initial());
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}
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private void Start() => cameras.ForEach(obj => obj.Initialize());
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private void OnDestroy() => cameras.ForEach(obj => obj.Release());
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/// <summary> 重置相机 </summary>
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public void ResetCamera() => cameras.ForEach(obj => obj.ResetCamera());
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}
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/// <summary>
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/// 相机模式
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/// </summary>
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public enum CameraMode {
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None,// 无
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// FixedEdit,// 固定编辑
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// FreeEdit,// 自由编辑
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MoveAxis,// 移轴
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}
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