修改框架

This commit is contained in:
MuHua-123
2025-05-23 17:44:49 +08:00
parent 1ddf587927
commit 937595b3b1
19 changed files with 403 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 相机控制器
/// </summary>
public abstract class CameraController : MonoBehaviour {
/// <summary> 位置 </summary>
public abstract Vector3 Position { get; set; }
/// <summary> 正向 </summary>
public abstract Vector3 Forward { get; set; }
/// <summary> 右向 </summary>
public abstract Vector3 Right { get; set; }
/// <summary> 旋转 </summary>
public abstract Vector3 EulerAngles { get; set; }
/// <summary> 距离 </summary>
public abstract float Distance { get; set; }
/// <summary> 初始化 </summary>
public abstract void Initialize();
/// <summary> 重置相机 </summary>
public abstract void ResetCamera();
/// <summary> 屏幕坐标转换世界坐标 </summary>
public virtual Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
throw new System.NotImplementedException();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 默认相机
/// </summary>
public class CameraDefault : CameraController {
public override Vector3 Position {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override Vector3 Forward {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override Vector3 Right {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override Vector3 EulerAngles {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override float Distance {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override void Initialize() {
ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
}
private void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
#if UNITY_STANDALONE_WIN && !UNITY_EDITOR
return;
#endif
gameObject.SetActive(mode == EnumCameraMode.None);
if (mode == EnumCameraMode.None) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// transform.position = HotUpdateScene.I.StartPoint.position;
// transform.eulerAngles = HotUpdateScene.I.StartPoint.eulerAngles;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 移轴相机
/// </summary>
public class CameraMoveAxis : CameraController {
public Camera mainCamera;
public LayerMask layerMask;
private RaycastHit hitInfo;
public override Vector3 Position {
get => transform.position;
set => transform.position = value;
}
public override Vector3 Forward {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override Vector3 Right {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override Vector3 EulerAngles {
get => transform.eulerAngles;
set => transform.eulerAngles = value;
}
public override float Distance {
get => GetVisualField();
set => SetVisualField(value);
}
private float GetVisualField() {
return Vector3.Distance(mainCamera.transform.localPosition, Vector3.zero);
}
private void SetVisualField(float value) {
value = Mathf.Clamp(value, 10, 30);
Vector3 direction = mainCamera.transform.localPosition - Vector3.zero;
mainCamera.transform.localPosition = direction.normalized * value;
// if (!Volume.profile.TryGet(out DepthOfField depthOfField)) { return; }
// depthOfField.focusDistance.SetValue(new FloatParameter(value));
}
public override void Initialize() {
ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
}
private void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
gameObject.SetActive(mode == EnumCameraMode.MoveAxis);
if (mode == EnumCameraMode.MoveAxis) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// transform.position = HotUpdateScene.I.StartPoint.position;
// transform.eulerAngles = HotUpdateScene.I.StartPoint.eulerAngles;
}
public override Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
Ray ray = mainCamera.ScreenPointToRay(screenPosition);
Physics.Raycast(ray, out hitInfo, 200f, layerMask);
Vector3 position = Vector3.zero;
if (hitInfo.transform != null) { position = hitInfo.point; }
return position;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 相机模块
/// </summary>
public class ModuleCamera : ModuleSingle<ModuleCamera> {
/// <summary> 当前相机 </summary>
public static CameraController CurrentCamera;
/// <summary> 相机模式事件 </summary>
public static event Action<EnumCameraMode> OnCameraMode;
/// <summary> 设置相机模式 </summary>
public static void Mode(EnumCameraMode mode, bool isReset = true) {
OnCameraMode?.Invoke(mode);
if (isReset) { I.ResetCamera(); }
}
public List<CameraController> cameras;
protected override void Awake() => NoReplace();
private void Start() => cameras.ForEach(obj => obj.Initialize());
/// <summary> 重置相机 </summary>
public void ResetCamera() => cameras.ForEach(obj => obj.ResetCamera());
/// <summary>
/// 转换方向
/// </summary>
/// <param name="forward">相机的前方</param>
/// <param name="right">相机的右方</param>
/// <param name="moveInput">输入的移动方向</param>
/// <returns>Y轴向上的平面移动方向</returns>
public static Vector3 TransferDirection(Vector3 forward, Vector3 right, Vector2 moveInput) {
// 确保前方和右方方向在水平面上
forward.y = 0;
right.y = 0;
// 归一化方向向量
forward.Normalize();
right.Normalize();
// 计算移动方向
return (forward * moveInput.y + right * moveInput.x).normalized;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 基础输入
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public class InputBasic : MonoBehaviour {
public Vector3 mousePosition;
#region
/// <summary> 鼠标位置 </summary>
public void OnMousePosition(InputValue inputValue) {
mousePosition = inputValue.Get<Vector2>();
ModuleInput.mousePosition = mousePosition;
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using MuHua;
/// <summary>
/// 输入模块
/// </summary>
public class ModuleInput : ModuleSingle<ModuleInput> {
/// <summary> 当前输入模式 </summary>
public static EnumInputMode inputMode;
/// <summary> 鼠标指针位置 </summary>
public static Vector3 mousePosition;
/// <summary> 转换模式事件 </summary>
public static event Action<EnumInputMode> OnInputMode;
/// <summary> 临时禁用事件 </summary>
public static event Action<bool> OnTemporarilyDisable;
private static bool isPointerOverUIObject;// 指针是否在UI上
/// <summary> 指针是否在UI上 </summary>
public static bool IsPointerOverUIObject => isPointerOverUIObject;
/// <summary> 设置输入模式 </summary>
public static void Mode(EnumInputMode mode) {
inputMode = mode;
OnInputMode?.Invoke(mode);
}
/// <summary> 临时禁用输入 </summary>
public static void TemporarilyDisable(bool value) => OnTemporarilyDisable?.Invoke(value);
protected override void Awake() => NoReplace();
private void Update() {
#if UNITY_STANDALONE
//电脑平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_WEBGL
//WebGL平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_ANDROID
//安卓平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#elif UNITY_IOS
//苹果平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#endif
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 可视化生成器
/// </summary>
public abstract class VisualGenerator<T> : MonoBehaviour {
/// <summary> 更新可视化内容 </summary>
public abstract void CreateVisual(ref T visual, Transform original);
/// <summary> 释放可视化内容 </summary>
public abstract void ReleaseVisual(T visual);
/// <summary> 创建可视化内容 </summary>
public static Type Create<Type>(Transform original, Transform parent) {
Transform temp = Instantiate(original, parent);
temp.gameObject.SetActive(true);
return temp.GetComponent<Type>();
}
}
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