using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 相机模块
///
public abstract class ModuleCamera : MonoBehaviour {
/// 默认图层遮罩
public static readonly LayerMask DefaultLayerMask = ~(1 << 0) | 1 << 0;
/// 必须要初始化
protected abstract void Awake();
/// 相机位置
public abstract Vector3 Position { get; set; }
/// 相机旋转
public abstract Vector3 EulerAngles { get; set; }
/// 相机视野
public abstract float VisualField { get; set; }
/// 当前相机
public abstract Camera ViewCamera { get; }
/// 渲染纹理
public virtual RenderTexture RenderTexture { get; }
/// 更新渲染纹理
public virtual void UpdateRenderTexture(int x, int y) { }
#region 坐标转换
/// 屏幕坐标转换视图坐标(0-1)
public virtual Vector3 ScreenToViewPosition(Vector3 screenPosition) {
return ViewCamera.ScreenToViewportPoint(screenPosition);
}
/// 屏幕坐标转换世界坐标
public virtual Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
return ViewCamera.ScreenToWorldPoint(screenPosition);
}
/// 视图坐标(0-1)转换屏幕坐标
public virtual Vector3 ViewToScreenPosition(Vector3 screenPosition) {
return ViewCamera.ViewportToScreenPoint(screenPosition);
}
/// 视图坐标(0-1)转换世界坐标
public virtual Vector3 ViewToWorldPosition(Vector3 screenPosition) {
return ViewCamera.ViewportToWorldPoint(screenPosition);
}
/// 世界坐标转换屏幕坐标
public virtual Vector3 WorldToScreenPosition(Vector3 screenPosition) {
return ViewCamera.WorldToScreenPoint(screenPosition);
}
/// 世界坐标转换视图坐标(0-1)
public virtual Vector3 WorldToViewPosition(Vector3 screenPosition) {
return ViewCamera.WorldToViewportPoint(screenPosition);
}
#endregion
#region 射线检测
private Ray ray;
private RaycastHit hitInfo;
/// 屏幕坐标获取世界对象
public virtual bool ScreenToWorldObject(Vector3 screenPosition, out T value) where T : Object {
return ScreenToWorldObject(screenPosition, out value, DefaultLayerMask);
}
/// 屏幕坐标获取世界对象
public virtual bool ScreenToWorldObject(Vector3 screenPosition, out T value, LayerMask planeLayerMask) where T : Object {
ray = ViewCamera.ScreenPointToRay(screenPosition);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponent();
return value != null;
}
/// 屏幕坐标获取世界对象的父对象
public virtual bool ScreenToWorldObjectParent(Vector3 screenPosition, out T value) where T : Object {
return ScreenToWorldObjectParent(screenPosition, out value, DefaultLayerMask);
}
/// 屏幕坐标获取世界对象的父对象
public virtual bool ScreenToWorldObjectParent(Vector3 screenPosition, out T value, LayerMask planeLayerMask) where T : Object {
ray = ViewCamera.ScreenPointToRay(screenPosition);
Physics.Raycast(ray, out hitInfo, 200, planeLayerMask);
value = hitInfo.transform?.GetComponentInParent();
return value != null;
}
#endregion
protected virtual void Update() {
Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
}
}