| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 | using System;using Common.Utility.CombatEvent;using Fort23.Core;using UnityEngine;using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;namespace GameLogic.Combat.CombatTool{    public class CombatCameraControllder : IDisposable, ICameraShaking    {        public Transform root;        public Camera Camera;        public CombatController combatController;        public StressReceiver StressReceiver;        private bool isStartShake;        public void Init(CombatController combatController, Camera camera)        {            this.combatController = combatController;            Camera = camera;            root = Camera.transform.parent;            StressReceiver = camera.transform.GetComponentInParent<StressReceiver>();            TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);        }        private void ShakeFinish()        {            isStartShake = false;        }        public void Update(float t)        {            if (!isStartShake)            {                CombatHeroEntity[] combatHeroEntities = combatController.CombatHeroController.GetHero(false);                if (combatHeroEntities == null)                {                    return;                }                Vector3 p = Vector3.zero;                for (int i = 0; i < combatHeroEntities.Length; i++)                {                    p += combatHeroEntities[i].dotPos;                }                p /= combatHeroEntities.Length;                // Vector3 tp = root.TransformVector(new Vector3(0, 0, -20));                root.position = Vector3.Lerp(root.position, new Vector3(p.x, root.position.y,  p.z+13), 0.3f);            }        }        public void Dispose()        {        }        public void Shaking(CameraShakingSerializtion cameraShakingSerializtion)        {            if (StressReceiver != null)            {                isStartShake = true;                StressReceiver.InduceStress(cameraShakingSerializtion.qiangDu, ShakeFinish);            }        }    }}
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