using System; using System.Collections; using System.Collections.Generic; using System.Linq; using DG.Tweening; using Ichni.RhythmGame.Beatmap; using Ichni.UI; using UniRx; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.Serialization; namespace Ichni.RhythmGame { public partial class GameCamera : GameElement, IHaveTransformSubmodule, IHaveTimeDurationSubmodule { #region [暴露属性字段] Camera View & Settings public Camera cam; //public Transform rotationPoint; //public Transform positionPoint; public Transform cameraTransform; public CameraViewType cameraViewType; public float perspectiveAngle; public float orthographicSize; public float perspectiveOffset; #endregion #region [子模块接口与关联引用] Submodules & References public TransformSubmodule transformSubmodule { get; set; } public TimeDurationSubmodule timeDurationSubmodule { get; set; } private static CameraManager cameraManager => GameManager.Instance.cameraManager; #endregion #region [生命周期] Lifecycle & Factory public static GameCamera GenerateElement(string elementName, Guid id, List tags, bool isFirstGenerated, GameElement parentElement, CameraViewType cameraViewType, float perspectiveAngle, float orthographicSize) { GameCamera gameCamera = Instantiate(GameManager.Instance.basePrefabs.gameCamera).GetComponent(); gameCamera.Initialize(elementName, id, tags, isFirstGenerated, parentElement); cameraManager.gameCamera = gameCamera; gameCamera.parentElement = parentElement; gameCamera.cameraViewType = cameraViewType; gameCamera.cam.orthographic = cameraViewType == CameraViewType.Orthographic; gameCamera.perspectiveAngle = perspectiveAngle; gameCamera.orthographicSize = orthographicSize; gameCamera.cameraTransform = gameCamera.transform; float ratioDifference = UIManager.GetScreenRatio() - UIManager.StandardRatio; if (ratioDifference > 0) { gameCamera.perspectiveOffset = -22f * ratioDifference; } else { //gameCamera.perspectiveOffset = 11f * ratioDifference; } gameCamera.cam.fieldOfView = perspectiveAngle + gameCamera.perspectiveOffset; return gameCamera; } public override void AfterInitialize() { base.AfterInitialize(); //gameCamera.GetComponent().cameraStack.Add(cameraManager.uiCamera); GameManager.Instance.backgroundController.backgroundCanvas.worldCamera = cam; } public override void SetDefaultSubmodules() { transformSubmodule = new TransformSubmodule(this); } #endregion } #region [枚举类型] Enums public partial class GameCamera { public enum CameraViewType { Perspective = 0, Orthographic = 1 } } #endregion #region [坐标变换逻辑更新] Transform Observe & Update Logics public partial class GameCamera { public void SetTransformObserver() { transformSubmodule.observer = Observable.EveryLateUpdate() .Where(_=>GameManager.Instance.songPlayer.isUpdating) .Subscribe(_ => UpdateTransform()) .AddTo(transformSubmodule.attachedGameElement); } public void UpdateTransform(bool refreshAll = true) { bool willRefresh = false; if (!transformSubmodule.eulerAnglesOffsetLock && transformSubmodule.eulerAnglesDirtyMark) { transformSubmodule.currentEulerAngles = transformSubmodule.originalEulerAngles + transformSubmodule.eulerAnglesOffset; transform.localEulerAngles = transformSubmodule.currentEulerAngles; transformSubmodule.eulerAnglesDirtyMark = false; willRefresh = true; transformSubmodule.eulerAnglesOffset = Vector3.zero; } if (transformSubmodule.positionDirtyMark) { transformSubmodule.currentPosition = transformSubmodule.originalPosition + transformSubmodule.positionOffset; transform.localPosition = transformSubmodule.currentPosition; transformSubmodule.positionDirtyMark = false; willRefresh = true; transformSubmodule.positionOffset = Vector3.zero; } if (refreshAll && willRefresh) { Refresh(); } } } #endregion }