338 lines
15 KiB
C#
338 lines
15 KiB
C#
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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using UnityEngine;
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using UnityEngine.UI;
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using SLSUtilities.General;
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using Unity.Cinemachine;
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using Ease = DG.Tweening.Ease;
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using Cielonos.MainGame.Effects.Feedback;
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namespace Cielonos.MainGame.Characters
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{
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public partial class LockTargetSubmodule : 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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private PlayerInputSubcontroller inputSc => player.inputSc;
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private HUDNavigationSystem navigationSystem => HUDNavigationSystem.Instance;
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private HUDNavigationCanvas navigationCanvas => HUDNavigationCanvas.Instance;
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/// <summary>
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/// 通常ACT类武器锁定目标时自动旋转摄像机,即使用LockTargetCamera
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/// TPS类远程武器不自动旋转,仅在目标上显示锁定标记,不切换摄像机
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/// </summary>
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public bool isAutoRotate;
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/// <summary>
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/// 是否正在锁定目标
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/// </summary>
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public bool isLocking;
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/// <summary>
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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 isDuringCameraSwitch;
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private const float CameraSwitchCooldown = 0.5f;
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public Enemy lockTarget;
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private float lastTargetSwitchTime;
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private const float TargetSwitchCooldown = 0.5f;
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public Transform targetPoint;
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// 用于存储独立的摄像机平滑旋转状态,防止跟随 Transform 的跳变
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private float currentYaw;
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private float currentPitch;
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private bool wasShakingLastFrame;
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private Tweener iconTween;
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public LockTargetSubmodule(PlayerViewSubcontroller owner) : base(owner)
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{
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isLocking = false;
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isAutoRotate = 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)
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{
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if (targetPoint != null)
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{
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Vector3 actualTargetPos = targetPoint.position;
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Vector3 playerPos = viewSc.cameraRoot.position;
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var camLockData = viewSc.currentCameraLockData;
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// 1. 根据距离动态计算怪物权重
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float horizontalDistance = Vector2.Distance(new Vector2(playerPos.x, playerPos.z), new Vector2(actualTargetPos.x, actualTargetPos.z));
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float closeRangeThreshold = camLockData.weightDistanceRange.x;
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float farRangeThreshold = camLockData.weightDistanceRange.y;
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float dynamicWeight = camLockData.weightCurve.Evaluate((horizontalDistance - closeRangeThreshold) / (farRangeThreshold - closeRangeThreshold));
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// 2. 高度差硬性限制 (解决 Boss 跳跃问题)
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float heightDiff = actualTargetPos.y - playerPos.y;
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float maxHeightDifference = 2f;
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if (heightDiff > maxHeightDifference)
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{
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// 确保 TargetGroup 中心点的 Y 坐标最高不超过 player.y + maxHeightDifference
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float heightWeightLimit = maxHeightDifference / (heightDiff - maxHeightDifference);
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dynamicWeight = Mathf.Min(dynamicWeight, heightWeightLimit);
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}
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// 3. 将动态权重应用到 TargetGroup 中的目标
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List<CinemachineTargetGroup.Target> targets = viewSc.targetGroup.Targets;
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targets[0].Weight = 1 - dynamicWeight; //玩家中心点权重
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for (int i = 1; i < targets.Count; i++)
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{
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if (targets[i].Object == targetPoint)
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{
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var t = targets[i];
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t.Weight = dynamicWeight;
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targets[i] = t;
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break;
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}
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}
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// 4. 重新计算虚拟中心点,用于驱动 OrbitalFollow 的轨道 Pitch
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// 注意:Yaw 依旧严格瞄准敌人的真实 XZ 位置,以免水平方向跑偏
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Vector3 horizontalDirection = actualTargetPos - playerPos;
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float targetYaw = Mathf.Atan2(horizontalDirection.x, horizontalDirection.z) * Mathf.Rad2Deg;
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float groupCenterY = (playerPos.y * 1f + actualTargetPos.y * dynamicWeight) / (1f + dynamicWeight);
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float virtualYDiff = groupCenterY - playerPos.y;
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float targetPitch = Mathf.Atan2(-virtualYDiff, horizontalDistance) * Mathf.Rad2Deg;
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// 独立平滑 Yaw (保证在水平面上环绕旋转) 和 Pitch,使用内部状态而非容易受动画影响的 transform
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float smoothFactor = 1f - Mathf.Exp(-10f * Time.deltaTime);
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currentYaw = Mathf.LerpAngle(currentYaw, targetYaw, smoothFactor);
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currentPitch = Mathf.LerpAngle(currentPitch, targetPitch, smoothFactor);
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// 限制硬锁定时的最大俯仰角,防止在极近距离或穿模时摄像机垂直朝地/朝天
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currentPitch = Mathf.Clamp(currentPitch, -20f, 60f);
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viewSc.cameraRoot.rotation = Quaternion.Euler(currentPitch, currentYaw, 0f);
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// 【2】接管并强制控制 OrbitalFollow 的轨道位置
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var orbitalFollow = viewSc.lockingTargetCamera.GetComponent<CinemachineOrbitalFollow>();
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float horizontalOffset = 0f;
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float verticalOffset = 0f;
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var orbitShaker = viewSc.lockingTargetCamera.GetComponent<CameraOrbitShaker>();
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bool isOrbitActive = orbitShaker != null && orbitShaker.enabled && orbitShaker.HasActiveShakes;
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if (isOrbitActive)
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{
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horizontalOffset = orbitShaker.CurrentHorizontalOffset;
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verticalOffset = orbitShaker.CurrentVerticalOffset;
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wasShakingLastFrame = true;
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}
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else if (wasShakingLastFrame)
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{
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// 刚结束大招回旋的帧:将相机的最终物理轴值写入内部状态,防止数值突变
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currentYaw = orbitalFollow.HorizontalAxis.Value;
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currentPitch = orbitalFollow.VerticalAxis.Value;
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wasShakingLastFrame = false;
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}
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// 直接强制摄像机在水平和垂直轨道上移动(包含大招/反馈的 Orbit 回旋偏差量)
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orbitalFollow.HorizontalAxis.Value = currentYaw + horizontalOffset;
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orbitalFollow.VerticalAxis.Value = currentPitch + verticalOffset;
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float OF_Fade = camLockData.orbitalFollowFadeCurve.Evaluate(Mathf.Clamp01((horizontalDistance - camLockData.orbitalFollowFadeDistanceRange.x) /
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(camLockData.orbitalFollowFadeDistanceRange.y - camLockData.orbitalFollowFadeDistanceRange.x)));
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orbitalFollow.TargetOffset.y = MathExtensions.Lerp(camLockData.orbitalFollowTargetYRange, OF_Fade);
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var rotationComposer = viewSc.lockingTargetCamera.GetComponent<CinemachineRotationComposer>();
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float RC_Fade = camLockData.rotationComposerFadeCurve.Evaluate(Mathf.Clamp01((horizontalDistance - camLockData.rotationComposerFadeDistanceRange.x) /
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(camLockData.rotationComposerFadeDistanceRange.y - camLockData.rotationComposerFadeDistanceRange.x)));
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rotationComposer.TargetOffset.y = MathExtensions.Lerp(camLockData.rotationComposerTargetYRange, RC_Fade);
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}
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}
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}
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}
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public partial class LockTargetSubmodule
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{
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public void SwitchLockState()
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{
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if (isLocking)
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{
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UnlockTarget();
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}
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else
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{
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LockTarget(true);
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}
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}
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public void LockTarget(bool isAutoRotate)
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{
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if(isDuringCameraSwitch) return;
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Enemy target = CombatManager.EnemySm.GetNearestEnemy(50f);
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if (target != null)
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{
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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.isDuringCameraSwitch = true;
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// 初始化内部旋转状态,防止切入时画面突变
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Vector3 camEuler = viewSc.playerCamera.transform.eulerAngles;
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currentYaw = camEuler.y;
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currentPitch = camEuler.x;
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if (currentPitch > 180f) currentPitch -= 360f;
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if (isAutoRotate)
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{
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targetPoint = target.bodyPartsSc.cameraLockingPoint ?? target.bodyPartsSc.staticCenterPoint;
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// 给怪物赋予基础权重 1,以及 1.5 的包围盒半径,防止 Group size is zero
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viewSc.targetGroup.AddMember(targetPoint, 1f, 1.5f);
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viewSc.currentCamera = viewSc.lockingTargetCamera;
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viewSc.lockingTargetCamera.LookAt = viewSc.targetGroup.transform;
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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", true);
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Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
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{
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isDuringCameraSwitch = false;
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});
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}
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else
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{
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Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
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{
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isDuringCameraSwitch = false;
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});
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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, 0.5f).From(0f).SetEase(Ease.OutQuart).Play();
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}
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}
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public void UnlockTarget()
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{
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if(isDuringCameraSwitch) return;
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Vector3 currentEuler = viewSc.playerCamera.transform.rotation.eulerAngles;
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var inputController = viewSc.freeLookCamera.GetComponent<CinemachineInputAxisController>();
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if (inputController == null) return;
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float newYaw = currentEuler.y;
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float newPitch = currentEuler.x;
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if (newPitch > 180f) newPitch -= 360f;
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float minPitch = -20f;
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float maxPitch = 70f;
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newPitch = Mathf.Clamp(newPitch, minPitch, maxPitch);
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CinemachineOrbitalFollow orbitalFollow = viewSc.freeLookCamera.GetComponent<CinemachineOrbitalFollow>();
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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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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", false);
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viewSc.currentCamera = viewSc.freeLookCamera; // 核心修复:更新当前相机引用为自由相机
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Transform oldTargetPoint = targetPoint;
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this.lockTarget = null;
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this.targetPoint = null;
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this.isDuringCameraSwitch = true;
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// 延迟移除目标组的成员,直到摄像机混合完成(通常为 0.5s)。
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// 否则退出的相机在混合的第一帧就会因为失去目标而瞬间位移,导致画面抖动。
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Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
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{
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if (oldTargetPoint != null)
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{
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viewSc.targetGroup.RemoveMember(oldTargetPoint);
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}
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isDuringCameraSwitch = false;
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});
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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<Enemy> sortedEnemies = CombatManager.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(Enemy 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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Transform oldTargetPoint = targetPoint;
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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 = viewSc.targetGroup.transform;
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// 同步更新 TargetGroup,替换新旧目标点
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if (oldTargetPoint != null && oldTargetPoint != targetPoint)
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{
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viewSc.targetGroup.RemoveMember(oldTargetPoint);
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}
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viewSc.targetGroup.AddMember(targetPoint, 1f, 1.5f);
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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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} |