130 lines
5.3 KiB
C#
130 lines
5.3 KiB
C#
using Sirenix.OdinInspector;
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using SLSFramework.General;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public class CameraRotationSubmodule : 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 const float RotateThreshold = 0.01f;
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[Title("Cinemachine Settings")]
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public float cinemachineTargetYaw;
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public float cinemachineEndLockYaw;
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public float cinemachineTargetPitch;
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public float topClamp = 70.0f;
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public float bottomClamp = -30.0f;
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public float cameraAngleOverride = 0.0f;
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public bool lockCameraPosition = false;
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[Title("Combat Recenter Settings")]
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public float recenterSmoothTime = 0.1f; // 平滑时间,越小转得越快
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private float recenterVelocity; // SmoothDamp使用的速度变量
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private float targetRecenterYaw; // 目标角度
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private bool isRecentering = false; // 是否正在校准
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private float recenterTimer = 0.0f; // 校准剩余时间
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public CameraRotationSubmodule(PlayerViewSubcontroller owner, float initialYaw) : base(owner)
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{
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this.cinemachineTargetYaw = initialYaw;
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}
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public void Update()
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{
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if (inputSc.Look.sqrMagnitude >= RotateThreshold && !lockCameraPosition)
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{
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isRecentering = false;
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float deltaTimeMultiplier = inputSc.CurrentScheme == "KeyboardMouse" ? 1.0f : Time.deltaTime;
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//if (!viewSc.lockTargetModule.isLockedMelee)
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{
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cinemachineTargetYaw += inputSc.Look.x * deltaTimeMultiplier;
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cinemachineTargetPitch += inputSc.Look.y * deltaTimeMultiplier;
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}
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}
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else if (isRecentering)
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{
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recenterTimer -= Time.deltaTime;
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if (recenterTimer <= 0)
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{
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isRecentering = false;
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}
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else
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{
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cinemachineTargetYaw = Mathf.SmoothDampAngle(cinemachineTargetYaw, targetRecenterYaw, ref recenterVelocity, recenterSmoothTime);
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}
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}
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cinemachineTargetYaw = MathExtensions.ClampAngle(cinemachineTargetYaw, float.MinValue, float.MaxValue);
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cinemachineTargetPitch = MathExtensions.ClampAngle(cinemachineTargetPitch, bottomClamp, topClamp);
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viewSc.cameraRoot.rotation = Quaternion.Euler(
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cinemachineTargetPitch + cameraAngleOverride /*- viewSc.muzzleLiftModule.currentMuzzlePositionY*/, cinemachineTargetYaw, 0.0f);
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if (viewSc.isLockingTarget)
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{
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cinemachineEndLockYaw = viewSc.lockOnCamera.transform.eulerAngles.y;
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}
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/*
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if (player.motionController.characterRotationType == PlayerMotionController.CharacterRotationType.ByAiming)
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{
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player.transform.rotation = Quaternion.Euler(0.0f, cinemachineTargetYaw, 0.0f);
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if (viewSc.lockTargetModule.isLockedMelee)
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{
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//cinemachineEndLockYaw = player.viewController.lockingCamera.transform.eulerAngles.y;
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//player.transform.rotation = Quaternion.Euler(0.0f, cinemachineEndLockYaw, 0.0f);
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}
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}
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else
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{
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if (viewSc.lockTargetModule.isLockedMelee)
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{
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cinemachineEndLockYaw = viewSc.lockingCamera.transform.eulerAngles.y;
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}
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}
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*/
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}
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/// <summary>
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/// [新增] 触发相机战斗校准
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/// </summary>
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/// <param name="attackDirection">攻击的方向向量 (通常是 player.transform.forward)</param>
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/// <param name="duration">校准持续时间 (建议 0.2f ~ 0.5f)</param>
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public void TriggerCameraRecenter(Vector3 attackDirection, float duration = 0.2f)
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{
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if (attackDirection.sqrMagnitude < 0.01f) return;
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// 计算目标角度
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Quaternion targetRot = Quaternion.LookRotation(attackDirection);
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targetRecenterYaw = targetRot.eulerAngles.y;
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// 激活状态
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recenterTimer = duration;
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isRecentering = true;
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}
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// 将此方法添加到你控制相机旋转的脚本中 (例如 PlayerCameraController)
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public void SyncRotationWithCamera(Camera camera = null)
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{
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camera ??= viewSc.playerCamera;
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Vector3 currentEuler = camera.transform.eulerAngles;
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cinemachineTargetYaw = currentEuler.y;
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float currentPitch = currentEuler.x;
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if (currentPitch > 180)
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{
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currentPitch -= 360;
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}
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cinemachineTargetPitch = currentPitch - cameraAngleOverride;
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isRecentering = false;
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// 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)
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// viewSc.cameraRoot.rotation = Quaternion.Euler(
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// cinemachineTargetPitch + cameraAngleOverride, cinemachineTargetYaw, 0.0f);
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}
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}
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} |