代码合并
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary> 未初始化的视图相机模块 </summary>
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public class ViewCamera : ModuleViewCamera {
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public Camera viewCamera;
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public Transform viewSpace;
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private RenderTexture renderTexture;
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public override Vector3 Position { get => viewSpace.position; set => viewSpace.position = value; }
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public override Vector3 EulerAngles { get => viewSpace.eulerAngles; set => viewSpace.eulerAngles = value; }
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public override Vector3 LocalScale { get => viewSpace.localScale; set => viewSpace.localScale = value; }
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public override float OrthographicSize { get => viewCamera.orthographicSize; set => viewCamera.orthographicSize = value; }
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public override Vector3 CurrentViewSpaceCenter => viewSpace.localPosition * -1;
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public override Vector3 CameraWorldPosition => viewCamera.transform.position;
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public override RenderTexture RenderTexture => renderTexture;
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protected override void Awake() {
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Debug.LogError("需要重写 ViewCamera 的 Awake 方法!");
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}
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public override void UpdateRenderTexture(int x, int y) {
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renderTexture = new RenderTexture(x, y, 0);
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viewCamera.targetTexture = renderTexture;
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}
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public override Vector2 ScreenToWorldPosition(Vector2 screenPosition) {
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return ScreenToViewPosition(screenPosition) * OrthographicSize;
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}
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public override Vector2 ScreenToViewPosition(Vector2 screenPosition) {
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float x = screenPosition.x / viewCamera.pixelWidth;
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float y = 1 - screenPosition.y / viewCamera.pixelHeight;
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Vector2 mouseRatio = new Vector2(x - 0.5f, y - 0.5f);
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float aspectRatio = (float)viewCamera.pixelWidth / viewCamera.pixelHeight;
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return new Vector2(mouseRatio.x * aspectRatio, mouseRatio.y) * 2;
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}
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public override Ray ScreenPointToRay(Vector2 screenPosition) {
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Vector3 mousePosition = ScreenToWorldPosition(screenPosition);
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Vector3 worldPosition = mousePosition + viewCamera.transform.position;
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return new Ray(worldPosition, viewCamera.transform.forward);
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}
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}
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