using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 视图相机,把内容渲染到渲染纹理上 /// public abstract class ModuleViewCamera : 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(); /// 核心模块 protected virtual ModuleCore ModuleCore => ModuleCore.I; /// 视图位置 public abstract Vector3 Position { get; set; } /// 视图旋转 public abstract Vector3 EulerAngles { get; set; } /// 视图缩放 public abstract float Scale { get; set; } /// 视图绿轴 public abstract Vector3 Up { get; } /// 视图红轴 public abstract Vector3 Right { get; } /// 视图蓝轴 public abstract Vector3 Forward { get; } /// 当前相机位置 public abstract Vector3 CameraPosition { get; } /// 渲染纹理 public abstract RenderTexture RenderTexture { get; } /// 更新渲染纹理 public abstract void UpdateRenderTexture(int x, int y); /// 屏幕坐标转换视图坐标(0-1) public abstract Vector3 ScreenToViewPosition(Vector3 screenPosition); /// 屏幕坐标转换世界坐标 public abstract Vector3 ScreenToWorldPosition(Vector3 screenPosition); /// 视图坐标(0-1)转换屏幕坐标 //public abstract Vector3 ViewToScreenPosition(Vector3 screenPosition); ///// 视图坐标(0-1)转换世界坐标 //public abstract Vector3 ViewToWorldPosition(Vector3 screenPosition); ///// 世界坐标转换屏幕坐标 //public abstract Vector3 WorldToScreenPosition(Vector3 screenPosition); ///// 世界坐标转换视图坐标(0-1) //public abstract Vector3 WorldToViewPosition(Vector3 screenPosition); /// 屏幕坐标获取世界对象 public abstract bool ScreenToWorldObject(Vector3 screenPosition, out T value) where T : Object; /// 屏幕坐标获取世界对象 public abstract bool ScreenToWorldObject(Vector3 screenPosition, out T value, LayerMask planeLayerMask) where T : Object; /// 屏幕坐标获取世界对象的父对象 public abstract bool ScreenToWorldObjectParent(Vector3 screenPosition, out T value) where T : Object; /// 屏幕坐标获取世界对象的父对象 public abstract bool ScreenToWorldObjectParent(Vector3 screenPosition, out T value, LayerMask planeLayerMask) where T : Object; }