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;
}