Bezi回来了
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@@ -0,0 +1,134 @@
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using Cielonos.MainGame.Effects.Feedback;
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using DG.Tweening;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public class CameraFovSubmodule : SubmoduleBase<PlayerViewSubcontroller>
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{
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private Player player => owner.player;
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private PlayerViewSubcontroller viewSc => owner;
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[Header("基础FOV配置")] [Tooltip("静止时的基础FOV")]
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public float baseFov = 45f;
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[Tooltip("FOV最小值")] public float minFov = 40f;
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[Tooltip("FOV最大值(疾奔时)")] public float maxFov = 55f;
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[Header("速度阈值")] [Tooltip("开始FOV变化的最小速度")]
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public float speedThreshold = 3f;
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[Tooltip("达到最大FOV的速度")] public float maxSpeedThreshold = 15f;
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[Header("过渡设置")] [Tooltip("FOV变化的速度")] public float fovChangeSpeed = 5f;
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[Tooltip("是否平滑过渡FOV")] public bool useSmoothTransition = true;
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private float currentFov;
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private float targetFov;
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private CinemachineCamera currentCamera => viewSc.currentCamera;
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public CameraFovSubmodule(PlayerViewSubcontroller owner, float baseFov, float minFov,
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float maxFov, float speedThreshold, float maxSpeedThreshold, float fovChangeSpeed, bool useSmoothTransition) : base(owner)
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{
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this.baseFov = baseFov;
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this.minFov = minFov;
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this.maxFov = maxFov;
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this.speedThreshold = speedThreshold;
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this.maxSpeedThreshold = maxSpeedThreshold;
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this.fovChangeSpeed = fovChangeSpeed;
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this.useSmoothTransition = useSmoothTransition;
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this.currentFov = baseFov;
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this.targetFov = baseFov;
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}
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/// <summary>
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/// 根据水平速度更新FOV
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/// </summary>
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/// <param name="horizontalSpeed">水平速度(单位/秒)</param>
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/// <param name="deltaTime">帧时间</param>
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public void UpdateFovBySpeed(float horizontalSpeed, float deltaTime)
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{
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// 计算目标FOV
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targetFov = CalculateTargetFov(horizontalSpeed);
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// 平滑过渡
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if (useSmoothTransition)
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{
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currentFov = Mathf.Lerp(currentFov, targetFov, deltaTime * fovChangeSpeed);
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}
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else
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{
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currentFov = targetFov;
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}
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// 应用FOV
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ApplyFov(currentFov);
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}
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/// <summary>
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/// 根据速度计算目标FOV
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/// </summary>
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private float CalculateTargetFov(float speed)
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{
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if (speed < speedThreshold)
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{
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return baseFov;
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}
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// 使用InverseLerp将速度映射到0-1范围
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float t = Mathf.InverseLerp(speedThreshold, maxSpeedThreshold, speed);
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// 使用SmoothStep使过渡更平滑
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t = Mathf.SmoothStep(0f, 1f, t);
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return Mathf.Lerp(baseFov, maxFov, t);
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}
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/// <summary>
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/// 应用FOV到相机
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/// </summary>
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private void ApplyFov(float fov)
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{
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fov = Mathf.Clamp(fov, minFov, maxFov);
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LensSettings lens = currentCamera.Lens;
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lens.FieldOfView = fov;
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currentCamera.Lens = lens;
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}
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/// <summary>
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/// 立即设置FOV(不使用平滑过渡)
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/// </summary>
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public void SetFovImmediate(float fov)
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{
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currentFov = fov;
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targetFov = fov;
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ApplyFov(fov);
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}
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/// <summary>
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/// 平滑过渡到指定FOV
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/// </summary>
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public void SetFovSmooth(float targetFovValue, float duration)
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{
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DOTween.To(() => currentFov, x =>
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{
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currentFov = x;
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ApplyFov(x);
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}, targetFovValue, duration)
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.SetEase(Ease.OutQuad);
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targetFov = targetFovValue;
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}
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/// <summary>
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/// 重置为默认FOV
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/// </summary>
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public void ResetToBaseFov()
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{
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targetFov = baseFov;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1a007afcee9fd864cb29a8405fdc4d71
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using DG.Tweening;
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using SickscoreGames.HUDNavigationSystem;
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using UniRx;
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@@ -31,8 +32,13 @@ namespace Cielonos.MainGame.Characters
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/// 是否正在使用锁定目标摄像机
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/// </summary>
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public bool isUsingLockTargetCamera => isLocking && isAutoRotate;
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public bool isDuringSwitch;
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public bool isDuringCameraSwitch;
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private const float CameraSwitchCooldown = 0.25f;
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public CharacterBase lockTarget;
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private float lastTargetSwitchTime;
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private const float TargetSwitchCooldown = 0.25f;
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public Transform targetPoint;
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private Tweener iconTween;
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@@ -40,20 +46,27 @@ namespace Cielonos.MainGame.Characters
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{
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isLocking = false;
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isAutoRotate = false;
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isDuringSwitch = false;
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isDuringCameraSwitch = false;
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lockTarget = null;
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targetPoint = null;
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}
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public void Update()
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{
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if (isUsingLockTargetCamera && !isDuringSwitch)
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if (isUsingLockTargetCamera && !isDuringCameraSwitch)
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{
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viewSc.cameraRoot.LookAt(targetPoint);
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float distance = (targetPoint.position - viewSc.cameraRoot.transform.position).Flatten().magnitude;
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if (isUsingLockTargetCamera && distance < 1f)
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if (targetPoint != null)
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{
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UnlockTarget();
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// 平滑跟随目标
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Vector3 currentRotation = viewSc.cameraRoot.eulerAngles;
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Vector3 targetDirection = targetPoint.position - viewSc.cameraRoot.position;
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Quaternion targetRotation = Quaternion.LookRotation(targetDirection);
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viewSc.cameraRoot.rotation = Quaternion.Slerp(
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viewSc.cameraRoot.rotation,
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targetRotation,
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1f - Mathf.Exp(-10f * Time.deltaTime)
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);
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}
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}
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}
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@@ -75,7 +88,7 @@ namespace Cielonos.MainGame.Characters
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public void LockTarget(bool isAutoRotate)
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{
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if(isDuringSwitch) return;
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if(isDuringCameraSwitch) return;
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CharacterBase target = BattleManager.EnemySm.GetNearestEnemy(50f);
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@@ -84,7 +97,7 @@ namespace Cielonos.MainGame.Characters
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this.isLocking = true;
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this.isAutoRotate = isAutoRotate;
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this.lockTarget = target;
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this.isDuringSwitch = true;
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this.isDuringCameraSwitch = true;
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if (isAutoRotate)
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{
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@@ -94,14 +107,14 @@ namespace Cielonos.MainGame.Characters
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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", true);
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viewSc.cameraRoot.DOLookAt(targetPoint.position, 0.5f)
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.SetEase(Ease.InOutSine)
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.OnComplete(() => { isDuringSwitch = false; })
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.OnComplete(() => { isDuringCameraSwitch = false; })
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.Play();
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}
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else
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{
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Observable.Timer(TimeSpan.FromSeconds(0.5f)).First().Subscribe(_ =>
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{
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isDuringSwitch = false;
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isDuringCameraSwitch = false;
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});
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}
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@@ -114,7 +127,7 @@ namespace Cielonos.MainGame.Characters
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public void UnlockTarget()
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{
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if(isDuringSwitch) return;
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if(isDuringCameraSwitch) return;
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Vector3 currentEuler = viewSc.playerCamera.transform.rotation.eulerAngles;
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@@ -134,12 +147,76 @@ namespace Cielonos.MainGame.Characters
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orbitalFollow.HorizontalAxis.Value = newYaw;
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orbitalFollow.VerticalAxis.Value = newPitch;
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if (lockTarget != null)
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{
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lockTarget.navigationElement.showIndicator = false;
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}
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this.isLocking = false;
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this.isAutoRotate = false;
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this.lockTarget.navigationElement.showIndicator = false;
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this.lockTarget = null;
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this.targetPoint = null;
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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", false);
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}
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/// <summary>
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/// 切换锁定目标
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/// </summary>
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public void SwitchTarget(float direction)
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{
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if (!isLocking || isDuringCameraSwitch) return;
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if (Time.time - lastTargetSwitchTime < TargetSwitchCooldown) return;
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List<CharacterBase> sortedEnemies = BattleManager.EnemySm.GetVisibleEnemiesSortedByScreenX();
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if (sortedEnemies.Count <= 1) return;
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int currentIndex = sortedEnemies.IndexOf(lockTarget);
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if (currentIndex < 0)
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{
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currentIndex = 0;
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}
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int dir = direction > 0 ? -1 : 1;
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int newIndex = currentIndex + dir;
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// 边界检查(无循环)
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if (newIndex < 0 || newIndex >= sortedEnemies.Count)
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{
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return;
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}
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CharacterBase newTarget = sortedEnemies[newIndex];
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// 目标相同检查
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if (newTarget == lockTarget)
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{
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return;
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}
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lastTargetSwitchTime = Time.time;
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SetNewTarget(sortedEnemies[newIndex]);
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}
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private void SetNewTarget(CharacterBase newTarget)
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{
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if (lockTarget != null)
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{
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lockTarget.navigationElement.showIndicator = false;
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}
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lockTarget = newTarget;
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targetPoint = newTarget.bodyPartsSc.cameraLockingPoint ?? newTarget.bodyPartsSc.staticCenterPoint;
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if (isUsingLockTargetCamera)
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{
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viewSc.lockingTargetCamera.LookAt = targetPoint;
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}
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lockTarget.navigationElement.showIndicator = true;
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Image icon = lockTarget.navigationElement.Indicator.OnscreenIcon;
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iconTween?.Kill(true);
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iconTween = icon.GetComponent<RectTransform>().DOScale(1f, 0.3f).From(0.5f).SetEase(Ease.OutQuart).Play();
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}
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}
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}
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@@ -21,6 +21,7 @@ namespace Cielonos.MainGame.Characters
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public CinemachineCamera lockingTargetCamera;
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public CharacterBase testEnemy;
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public CameraFovSubmodule cameraFovSm;
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public CameraRotationSubmodule cameraRotationSm;
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public OcclusionFadeSubmodule occlusionFadeSm;
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public LockTargetSubmodule lockTargetModule;
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@@ -30,10 +31,14 @@ namespace Cielonos.MainGame.Characters
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public override void Initialize()
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{
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base.Initialize();
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cameraFovSm = new CameraFovSubmodule(this, 30f, 30f, 40f, 0.1f, 10f, 5f, true);
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cameraRotationSm = new CameraRotationSubmodule(this, player.transform.eulerAngles.y);
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occlusionFadeSm = new OcclusionFadeSubmodule(this);
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lockTargetModule = new LockTargetSubmodule(this);
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cameraFOV = new LerpFloat(30f, 2f);
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player.operationSc.OnLockonTarget += lockTargetModule.SwitchLockState;
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player.operationSc.OnSelectLockonTarget += lockTargetModule.SwitchTarget;
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}
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private void Start()
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@@ -43,11 +48,6 @@ namespace Cielonos.MainGame.Characters
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private void Update()
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{
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if (Keyboard.current.tabKey.wasPressedThisFrame)
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{
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lockTargetModule.SwitchLockState();
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}
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/*cameraFOV.targetValue = owner.landMovementSc.isSprinting ? 40f : 30f;
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cameraFOV.Update(owner.selfTimeSm.DeltaTime);
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freeLookCamera.Lens.FieldOfView = cameraFOV.currentValue;*/
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