Files
ichni_Official/Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs
SoulliesOfficial 1bc9af280b 同步
2026-04-03 10:53:11 -04:00

59 lines
2.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CameraFieldOfView : AnimationBase
{
#region [] Exposed Fields & References
public FlexibleFloat fieldOfView;
public GameCamera targetGameCamera;
#endregion
#region [] Lifecycle & Factory
public static CameraFieldOfView GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameCamera gameCamera, FlexibleFloat fieldOfView)
{
CameraFieldOfView camFOV = Instantiate(GameManager.Instance.basePrefabs.emptyObject)
.AddComponent<CameraFieldOfView>();
camFOV.Initialize(elementName, id, tags, isFirstGenerated, gameCamera);
camFOV.animatedObject = gameCamera;
camFOV.targetGameCamera = gameCamera;
camFOV.fieldOfView = fieldOfView;
camFOV.animationReturnType = FlexibleReturnType.Before;
return camFOV;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
#endregion
#region [] Core Animation Logic
protected override void UpdateAnimation(float songTime, bool forceUpdate)
{
fieldOfView.UpdateFlexibleFloat(songTime);
if (forceUpdate || fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
{
targetGameCamera.perspectiveAngle = fieldOfView.value;
targetGameCamera.cam.fieldOfView = fieldOfView.value;
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
fieldOfView.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
#endregion
}
}