CombatCameraControllder.cs 8.0 KB

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  1. using System;
  2. using Common.Utility.CombatEvent;
  3. using Fort23.Core;
  4. using UnityEngine;
  5. using Utility;
  6. using Utility.CustomizeTimeLogic.FxLogic.TimeLineEvent;
  7. using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
  8. namespace GameLogic.Combat.CombatTool
  9. {
  10. public class CombatCameraControllder : IDisposable, ICameraShaking
  11. {
  12. public Transform root;
  13. public Transform root2;
  14. public Camera Camera;
  15. public CombatController combatController;
  16. public StressReceiver StressReceiver;
  17. private bool isStartShake;
  18. public int FollowHeroId
  19. {
  20. get { return _followHeroId; }
  21. }
  22. private int _followHeroId = -1;
  23. public bool isStop;
  24. private bool isUpdateCameraToPath;
  25. private float currValue;
  26. public float _cameraSelectValue;
  27. private float targetValue;
  28. private float _currTime;
  29. private bool isUpdateFieldOfView;
  30. private float FieldOfViewTime;
  31. private float FieldOfViewTargetValue;
  32. private float FieldOfViewStartValue;
  33. private float FieldOfViewSpeed;
  34. private bool isStartMoveCamera;
  35. private float _MoveCameraTime;
  36. private float _lasetCombatValue;
  37. private float _moveToTargetValue;
  38. public void Init(CombatController combatController, Camera camera)
  39. {
  40. CombatEventManager.Instance.AddEventListener(CombatEventType.SencenBesselPathAlter, SencenBesselPathAlter);
  41. this.combatController = combatController;
  42. Camera = camera;
  43. root2 = Camera.transform.parent;
  44. root = Camera.transform.parent.parent;
  45. StressReceiver = camera.transform.GetComponentInParent<StressReceiver>();
  46. TimeLineSingletonEventManager.Instance.AddTimeLineBasic(this);
  47. EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
  48. // CameraSelect_onValueChanged(0.7f);
  49. // EventManager.Instance.AddEventListener(CustomEventType.HeroClick, HeroClick);
  50. }
  51. private void SencenBesselPathAlter(IEventData eventData)
  52. {
  53. // isUpdateCameraToPath = true;
  54. // currValue = _cameraSelectValue;
  55. // if (CombatController.currActiveCombat.CombatSenceController.currBesselPath.isCentre)
  56. // {
  57. // targetValue = 0.5f;
  58. // }
  59. // else
  60. // {
  61. // targetValue = 0.7f;
  62. // }
  63. //
  64. // _currTime = 0;
  65. }
  66. protected void HeroClick(IEventData eventData)
  67. {
  68. HeroClickEventData heroClickEventData = eventData as HeroClickEventData;
  69. int heroId = heroClickEventData.heroId;
  70. if (_followHeroId == heroId)
  71. {
  72. _followHeroId = -1;
  73. }
  74. else
  75. {
  76. _followHeroId = heroId;
  77. }
  78. }
  79. public void CameraSelect_onValueChanged(float value)
  80. {
  81. _cameraSelectValue = value;
  82. Vector3 pos1 = new Vector3(0, -3, -0.7f);
  83. Vector3 e1 = new Vector3(20, 0, 0);
  84. Vector3 pos2 = new Vector3(9, -1, -1.4f);
  85. Vector3 e2 = new Vector3(17.77f, -28.25f, 1.165f);
  86. Camera.transform.localPosition =
  87. Vector3.Lerp(pos1, pos2, value);
  88. Camera.transform.localEulerAngles =
  89. Vector3.Lerp(e1, e2, value);
  90. }
  91. public void EnterCombat()
  92. {
  93. isStartMoveCamera = true;
  94. _MoveCameraTime = 0;
  95. _lasetCombatValue = _cameraSelectValue;
  96. _moveToTargetValue = 0.5f;
  97. }
  98. public void ExitCombat()
  99. {
  100. isStartMoveCamera = true;
  101. _MoveCameraTime = 0;
  102. _moveToTargetValue = _lasetCombatValue;
  103. _lasetCombatValue = _cameraSelectValue;
  104. }
  105. private void ShakeFinish()
  106. {
  107. isStartShake = false;
  108. }
  109. public void SetFieldOfView(float fieldOfView, float speed)
  110. {
  111. FieldOfViewSpeed = speed;
  112. FieldOfViewTime = 0;
  113. FieldOfViewStartValue = Camera.fieldOfView;
  114. FieldOfViewTargetValue = fieldOfView;
  115. isUpdateFieldOfView = true;
  116. }
  117. public void Update(float t)
  118. {
  119. if (isUpdateFieldOfView)
  120. {
  121. FieldOfViewTime += t * FieldOfViewSpeed;
  122. Camera.fieldOfView = Mathf.Lerp(FieldOfViewStartValue, FieldOfViewTargetValue, FieldOfViewTime);
  123. if (FieldOfViewTime >= 1)
  124. {
  125. isUpdateFieldOfView = false;
  126. }
  127. }
  128. if (isStartMoveCamera)
  129. {
  130. _MoveCameraTime += t;
  131. float v = Mathf.Lerp(_lasetCombatValue, _moveToTargetValue, _MoveCameraTime);
  132. CameraSelect_onValueChanged(v);
  133. if (_MoveCameraTime >= 1)
  134. {
  135. isStartMoveCamera = false;
  136. }
  137. }
  138. CombatHeroEntity combatHeroEntities = combatController.playerHeroEntity;
  139. if (!isStartShake && !isStop)
  140. {
  141. if (combatHeroEntities == null)
  142. {
  143. return;
  144. }
  145. Vector3 dir = combatHeroEntities.faceDir;
  146. // CombatHeroEntity foucusTarget = combatHeroEntities.CombatAIBasic.currFocusTarget as CombatHeroEntity;
  147. // if (foucusTarget != null)
  148. // {
  149. // dir = foucusTarget.dotPos - combatHeroEntities.dotPos;
  150. // dir = dir.normalized;
  151. // }
  152. // Quaternion q = Quaternion.LookRotation(dir);
  153. Vector3 myHeroTarget = new Vector3(0, 8, -10);
  154. // myHeroTarget = q * myHeroTarget;
  155. Vector3 p = combatHeroEntities.GameObject.transform.TransformPoint(myHeroTarget);
  156. root.rotation = Quaternion.Lerp(root.rotation, combatHeroEntities.GameObject.transform.rotation,
  157. 1);
  158. root.position = Vector3.Lerp(root.position, p, 1);
  159. }
  160. // MoveRoot2();
  161. }
  162. private void MoveRoot2()
  163. {
  164. CombatHeroEntity combatHeroEntities = combatController.playerHeroEntity;
  165. if (combatHeroEntities == null)
  166. {
  167. return;
  168. }
  169. Vector3 dir = combatHeroEntities.faceDir;
  170. CombatHeroEntity foucusTarget = combatHeroEntities.CombatAIBasic.currFocusTarget as CombatHeroEntity;
  171. if (foucusTarget != null)
  172. {
  173. dir = foucusTarget.dotPos - combatHeroEntities.dotPos;
  174. dir = dir.normalized;
  175. }
  176. Quaternion q = Quaternion.LookRotation(dir);
  177. Vector3 myHeroTarget = new Vector3(0, 8, -10);
  178. myHeroTarget = q * myHeroTarget;
  179. Vector3 p = combatHeroEntities.GameObject.transform.TransformPoint(myHeroTarget);
  180. Vector3 newP = p - root.position;
  181. root2.rotation = Quaternion.Lerp(root2.rotation, q,
  182. 0.3f);
  183. root2.localPosition = Vector3.Lerp(root2.localPosition, newP, 0.3f);
  184. }
  185. public void SetPos(Transform target)
  186. {
  187. Vector3 p = target.TransformPoint(new Vector3(0, 8, -10));
  188. root.rotation = Quaternion.Lerp(root.rotation, target.rotation,
  189. 1);
  190. root.position = Vector3.Lerp(root.position, p, 1);
  191. }
  192. public void Dispose()
  193. {
  194. EventManager.Instance.RemoveEventListener(CustomEventType.HeroClick, HeroClick);
  195. }
  196. public void Shaking(float time, float size)
  197. {
  198. if (StressReceiver != null)
  199. {
  200. isStartShake = true;
  201. StressReceiver.InduceStress(time, size, ShakeFinish);
  202. }
  203. }
  204. public void Shaking(CameraShakingSerializtion cameraShakingSerializtion)
  205. {
  206. Shaking(cameraShakingSerializtion.qiangDu, 1);
  207. }
  208. }
  209. }