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