Bezi回来了
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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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