This commit is contained in:
SoulliesOfficial
2025-12-17 04:19:38 -05:00
parent 7c1cb7e8e1
commit d15957c719
4315 changed files with 8260710 additions and 2940 deletions

View File

@@ -1,3 +1,4 @@
using Sirenix.OdinInspector;
using SLSFramework.General;
using UnityEngine;
@@ -11,15 +12,22 @@ namespace Cielonos.MainGame.Characters
private const float RotateThreshold = 0.01f;
[Title("Cinemachine Settings")]
public float cinemachineTargetYaw;
public float cinemachineEndLockYaw;
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")]
public float recenterSmoothTime = 0.1f; // 平滑时间,越小转得越快
private float recenterVelocity; // SmoothDamp使用的速度变量
private float targetRecenterYaw; // 目标角度
private bool isRecentering = false; // 是否正在校准
private float recenterTimer = 0.0f; // 校准剩余时间
public CameraRotationSubmodule(PlayerViewSubcontroller owner, float initialYaw) : base(owner)
{
this.cinemachineTargetYaw = initialYaw;
@@ -29,6 +37,7 @@ namespace Cielonos.MainGame.Characters
{
if (inputSc.Look.sqrMagnitude >= RotateThreshold && !lockCameraPosition)
{
isRecentering = false;
float deltaTimeMultiplier = inputSc.CurrentScheme == "KeyboardMouse" ? 1.0f : Time.deltaTime;
//if (!viewSc.lockTargetModule.isLockedMelee)
{
@@ -36,13 +45,26 @@ namespace Cielonos.MainGame.Characters
cinemachineTargetPitch += inputSc.Look.y * deltaTimeMultiplier;
}
}
else if (isRecentering)
{
recenterTimer -= Time.deltaTime;
if (recenterTimer <= 0)
{
isRecentering = false;
}
else
{
cinemachineTargetYaw = Mathf.SmoothDampAngle(cinemachineTargetYaw, targetRecenterYaw, ref recenterVelocity, recenterSmoothTime);
}
}
cinemachineTargetYaw = MathExtensions.ClampAngle(cinemachineTargetYaw, float.MinValue, float.MaxValue);
cinemachineTargetPitch = MathExtensions.ClampAngle(cinemachineTargetPitch, bottomClamp, topClamp);
viewSc.cameraTarget.rotation = Quaternion.Euler(
viewSc.cameraRoot.rotation = Quaternion.Euler(
cinemachineTargetPitch + cameraAngleOverride /*- viewSc.muzzleLiftModule.currentMuzzlePositionY*/, cinemachineTargetYaw, 0.0f);
/*
/*
if (player.motionController.characterRotationType == PlayerMotionController.CharacterRotationType.ByAiming)
{
player.transform.rotation = Quaternion.Euler(0.0f, cinemachineTargetYaw, 0.0f);
@@ -60,7 +82,43 @@ namespace Cielonos.MainGame.Characters
cinemachineEndLockYaw = viewSc.lockingCamera.transform.eulerAngles.y;
}
}
*/
*/
}
/// <summary>
/// [新增] 触发相机战斗校准
/// </summary>
/// <param name="attackDirection">攻击的方向向量 (通常是 player.transform.forward)</param>
/// <param name="duration">校准持续时间 (建议 0.2f ~ 0.5f)</param>
public void TriggerCameraRecenter(Vector3 attackDirection, float duration = 0.2f)
{
if (attackDirection.sqrMagnitude < 0.01f) return;
// 计算目标角度
Quaternion targetRot = Quaternion.LookRotation(attackDirection);
targetRecenterYaw = targetRot.eulerAngles.y;
// 激活状态
recenterTimer = duration;
isRecentering = true;
}
// 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)
{
camera ??= viewSc.playerCamera;
Vector3 currentEuler = camera.transform.eulerAngles;
cinemachineTargetYaw = currentEuler.y;
float currentPitch = currentEuler.x;
if (currentPitch > 180)
{
currentPitch -= 360;
}
cinemachineTargetPitch = currentPitch - cameraAngleOverride;
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);
}
}
}

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@@ -0,0 +1,16 @@
using UnityEngine;
public class LockTargetCamera : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cbc378284638d9549945b8c5090f5a1b

View File

@@ -67,7 +67,7 @@ namespace Cielonos.MainGame.Characters
obstructionLayer = LayerMask.GetMask("FadableEnvironment");
targetCamera = owner.playerCamera;
playerHead = owner.player.bodyPartsSc.head;
playerCenter = owner.player.bodyPartsSc.centerPoint;
playerCenter = owner.player.bodyPartsSc.flexibleCenterPoint;
playerFeet = owner.player.bodyPartsSc.footPoint;
}

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@@ -1,7 +1,9 @@
using System;
using DG.Tweening;
using SLSFramework.General;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
namespace Cielonos.MainGame.Characters
@@ -11,28 +13,102 @@ namespace Cielonos.MainGame.Characters
public Player player => owner;
public Camera playerCamera;
public Transform cameraTarget;
public Transform cameraRoot;
public CinemachineStateDrivenCamera stateDrivenCamera;
public CinemachineCamera freeLookCamera;
public CinemachineCamera lockOnCamera;
public bool isLockedOn = false;
public bool isLockedSetRoot;
public CharacterBase testEnemy;
public Transform testEnemyTarget;
public CameraRotationSubmodule cameraRotationSm;
public OcclusionFadeSubmodule occlusionFadeSm;
public LerpFloat cameraDistance;
public override void Initialize()
{
base.Initialize();
cameraRotationSm = new CameraRotationSubmodule(this, player.transform.eulerAngles.y);
occlusionFadeSm = new OcclusionFadeSubmodule(this);
cameraDistance = new LerpFloat(10f, 1f);
}
private void Start()
{
testEnemyTarget = testEnemy.bodyPartsSc.staticCenterPoint;
//SwitchToLockTarget( testEnemyTarget );
}
private void Update()
{
if (Keyboard.current.tabKey.wasPressedThisFrame)
{
if (!isLockedOn)
{
SwitchToLockTarget( testEnemyTarget );
}
else
{
SwitchToFreeLook();
}
}
cameraDistance.Update(player.selfTimeSm.DeltaTime);
freeLookCamera.GetComponent<CinemachineThirdPersonFollow>().CameraDistance = cameraDistance.currentValue;
lockOnCamera.GetComponent<CinemachinePositionComposer>().CameraDistance = cameraDistance.currentValue;
}
private void LateUpdate()
{
cameraRotationSm.Update();
if (!isLockedOn)
{
cameraRotationSm.Update();
}
else
{
if(isLockedSetRoot) cameraRoot.LookAt(testEnemyTarget);
float distance = (testEnemyTarget.position - cameraRoot.transform.position).Flatten().magnitude;
if(distance < 1f) SwitchToFreeLook();
}
occlusionFadeSm.Update();
}
void SwitchToLockTarget(Transform target)
{
testEnemyTarget = target;
isLockedOn = true;
isLockedSetRoot = false;
// --- CM3 核心操作 ---
// 1. 设置 LookAt 目标。在 CM3 中LookingAt 是 Target 结构体的一部分,或者直接赋值给 LookAt 属性
lockOnCamera.Target.LookAtTarget = testEnemyTarget;
// 2. 提高优先级,激活锁定相机
stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", true);
cameraRoot.DOLookAt(testEnemyTarget.position, 0.5f).SetEase(Ease.InOutSine).OnComplete(()=>isLockedSetRoot = true).Play();
// (可选) 你可以在这里播放锁定音效或显示 UI 准星
Debug.Log($"Locked on: {target.name}");
}
void SwitchToFreeLook()
{
cameraRotationSm.SyncRotationWithCamera(playerCamera);
isLockedOn = false;
// --- CM3 核心操作 ---
// 1. 重置 LookAt 目标
//lockOnCamera.Target.LookAtTarget = null;
// 2. 降低优先级,切换回自由视角相机
stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", false);
// (可选) 你可以在这里播放解锁音效或隐藏 UI 准星
Debug.Log("Switched to Free Look");
}
}
}