切换主武器

This commit is contained in:
SoulliesOfficial
2025-12-23 19:47:06 -05:00
parent eaa688c7a9
commit 2a2aa728d5
275 changed files with 12579 additions and 2770 deletions

View File

@@ -1,6 +1,8 @@
using DG.Tweening;
using Sirenix.OdinInspector;
using SLSFramework.General;
using UnityEngine;
using Ease = DG.Tweening.Ease;
namespace Cielonos.MainGame.Characters
{
@@ -18,7 +20,6 @@ namespace Cielonos.MainGame.Characters
public float cinemachineTargetPitch;
public float topClamp = 70.0f;
public float bottomClamp = -30.0f;
public float cameraAngleOverride = 0.0f;
public bool lockCameraPosition = false;
[Title("Combat Recenter Settings")]
@@ -61,13 +62,16 @@ namespace Cielonos.MainGame.Characters
cinemachineTargetYaw = MathExtensions.ClampAngle(cinemachineTargetYaw, float.MinValue, float.MaxValue);
cinemachineTargetPitch = MathExtensions.ClampAngle(cinemachineTargetPitch, bottomClamp, topClamp);
viewSc.cameraRoot.rotation = Quaternion.Euler(
cinemachineTargetPitch + cameraAngleOverride /*- viewSc.muzzleLiftModule.currentMuzzlePositionY*/, cinemachineTargetYaw, 0.0f);
if (viewSc.isLockingTarget)
if (viewSc.lockTargetModule.isUsingLockTargetCamera)
{
cinemachineEndLockYaw = viewSc.lockOnCamera.transform.eulerAngles.y;
cinemachineEndLockYaw = viewSc.lockingTargetCamera.transform.eulerAngles.y;
}
else
{
viewSc.cameraRoot.rotation = Quaternion.Euler(
cinemachineTargetPitch /*- viewSc.muzzleLiftModule.currentMuzzlePositionY*/, cinemachineTargetYaw, 0.0f);
}
/*
@@ -108,23 +112,34 @@ namespace Cielonos.MainGame.Characters
recenterTimer = duration;
isRecentering = true;
}
private bool tt;
// 将此方法添加到你控制相机旋转的脚本中 (例如 PlayerCameraController)
public void SyncRotationWithCamera(Camera camera = null)
/// <summary>
/// 同步相机旋转到当前摄像机朝向
/// </summary>
public void SyncRotationWithCamera()
{
camera ??= viewSc.playerCamera;
// 确保获取的是当前正在起作用的锁定相机的旋转
var camera = viewSc.currentCamera;
Vector3 currentEuler = camera.transform.eulerAngles;
cinemachineTargetYaw = currentEuler.y;
float currentPitch = currentEuler.x;
if (currentPitch > 180)
{
currentPitch -= 360;
}
cinemachineTargetPitch = currentPitch - cameraAngleOverride;
float yaw = currentEuler.y;
float pitch = currentEuler.x;
// --- 核心修复:处理欧拉角跨度问题 ---
// 如果 pitch > 180 (例如 355), 则转为负数 ( -5 )
if (pitch > 180) pitch -= 360;
isRecentering = false;
// 强制执行一次旋转更新,防止下一帧才生效导致的微小跳动 (可选)
// viewSc.cameraRoot.rotation = Quaternion.Euler(
// cinemachineTargetPitch + cameraAngleOverride, cinemachineTargetYaw, 0.0f);
// 更新目标值
cinemachineTargetYaw = yaw;
cinemachineTargetPitch = pitch;
// --- 立即应用旋转 ---
// 强制立即更新一次 cameraRoot防止等待下一帧 Update 产生的跳变
viewSc.cameraRoot.rotation = Quaternion.Euler(cinemachineTargetPitch, cinemachineTargetYaw, 0.0f);
}
}
}