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ichni_Creator_Studio/Assets/Scripts/Manager/SceneCamera.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.Editor
{
public class SceneCamera : MonoBehaviour, IBaseElement
{
public Camera camera;
public GameCamera.CameraViewType viewType;
public float perspectiveAngle;
public float orthographicSize;
public BaseElement_BM matchedBM { get; set; }
[HideInInspector]
public Vector3 cameraPosition; //注意这里的Position和EulerAngles是transform的中介变量仅能用于Inspector显示
[HideInInspector]
public Vector3 cameraEulerAngles;
public void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Scene Camera");
var viewTypeDropdown = inspector.GenerateDropdown(this, container, "View Type", typeof(GameCamera.CameraViewType), nameof(viewType));
var perspectiveAngleField = inspector.GenerateInputField(this, container, "Perspective Angle", nameof(perspectiveAngle));
var orthographicSizeField = inspector.GenerateInputField(this, container, "Orthographic Size", nameof(orthographicSize));
viewTypeDropdown.AddListenerFunction(_ => camera.orthographic = viewType == GameCamera.CameraViewType.Orthographic);
perspectiveAngleField.AddListenerFunction(_ => camera.fieldOfView = perspectiveAngle);
orthographicSizeField.AddListenerFunction(_ => camera.orthographicSize = orthographicSize);
var positionInputFields = inspector.GenerateVector3InputField(this, container, "Position", nameof(cameraPosition), true);
positionInputFields.AddListenerFunction(() => camera.transform.position = cameraPosition);
var eulerAnglesInputFields = inspector.GenerateVector3InputField(this, container, "Euler Angles", nameof(cameraEulerAngles), true);
eulerAnglesInputFields.AddListenerFunction(() => camera.transform.eulerAngles = cameraEulerAngles);
container.SetDeviver(1);
}
private void Update()
{
cameraPosition = camera.transform.position;
cameraEulerAngles = camera.transform.eulerAngles;
}
}
}