ArrowCamera.cs 7.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using DG.Tweening;
  5. using UnityEngine.SceneManagement;
  6. /* 拍摄箭飞行的摄像机 */
  7. public class ArrowCamera : MonoBehaviour
  8. {
  9. [System.NonSerialized] public Arrow arrow;
  10. [System.NonSerialized] public ArrowCameraTemplate arrowCameraTemplate;
  11. void Awake()
  12. {
  13. BowCamera.ins.GetComponent<Camera>().enabled = false;
  14. }
  15. void Start()
  16. {
  17. if (SceneManager.GetActiveScene().name == "Game") {
  18. if (arrow.canUseSideCamera) {
  19. arrowCameraTemplate = new ArrowCameraTemplate2(this);
  20. } else {
  21. arrowCameraTemplate = new ArrowCameraTemplate1(this);
  22. }
  23. } else if (SceneManager.GetActiveScene().name == "GameChallenge") {
  24. arrowCameraTemplate = new ArrowCameraTemplate3(this);
  25. }
  26. }
  27. void OnDestroy()
  28. {
  29. try
  30. {
  31. BowCamera.ins.GetComponent<Camera>().enabled = true;
  32. }
  33. catch (System.Exception) {}
  34. }
  35. void FixedUpdate()
  36. {
  37. arrowCameraTemplate.Update();
  38. }
  39. }
  40. /* 模板3:跟着箭飞_打猎场景 */
  41. class ArrowCameraTemplate3 : ArrowCameraTemplate
  42. {
  43. public ArrowCameraTemplate3(ArrowCamera arrowCamera) : base(arrowCamera) {
  44. this.arrowCamera.arrow.activeEffectCyclone(true);
  45. }
  46. private bool cameraMoveFinish = false;
  47. Vector3 cameraToRunPosition = new Vector3(0.4f, 0.5f, -1 - Mathf.Clamp(Arrow.speed / 20 * 6, 0, 6));
  48. Vector3 cameraFinalPosition = new Vector3(0.4f, 0.8f, -5f);
  49. //若有树的遮挡,则使用以下视角坐标
  50. Vector3 cameraFinalPosition_whenBlockByTree = new Vector3(0.15f, 0.3f, -1.2f);
  51. bool hasBlockByTree = false;
  52. Vector3 blockByTreeLookAtPoint;
  53. public override void Update() {
  54. if (cameraMoveFinish) {
  55. return;
  56. }
  57. Transform cameraT = this.arrowCamera.transform;
  58. Vector3 cameraPosition = cameraT.localPosition;
  59. if (this.arrowCamera.arrow.isHit) {
  60. cameraPosition = Vector3.Lerp(cameraPosition, cameraFinalPosition, Time.deltaTime * 6);
  61. cameraT.localPosition = cameraPosition;
  62. if (hasBlockByTree) {
  63. cameraT.LookAt(blockByTreeLookAtPoint);
  64. }
  65. float d = Vector3.Distance(cameraPosition, cameraFinalPosition);
  66. if (d < 0.001f) {
  67. cameraMoveFinish = true;
  68. Sequence seq = DOTween.Sequence();
  69. if (!quicklyNextShoot) seq.AppendInterval(1f);
  70. seq.AppendCallback(delegate() {
  71. this.arrowCamera.arrow.nextShoot();
  72. this.arrowCamera.arrow.enabled = false;
  73. GameObject.Destroy(container?container:this.arrowCamera.gameObject);
  74. });
  75. }
  76. } else {
  77. cameraPosition = Vector3.Lerp(cameraPosition, cameraToRunPosition, Time.deltaTime * 6);
  78. cameraT.localPosition = cameraPosition;
  79. cameraT.LookAt(this.arrowCamera.arrow.Head());
  80. }
  81. }
  82. GameObject container = null;
  83. public override void beforeHit() {
  84. //把镜头从箭中移除,放到一个固定的容器里,免得随着动物抖动
  85. if (!container) {
  86. container = new GameObject("CameraContainer");
  87. container.transform.position = this.arrowCamera.arrow.transform.position;
  88. container.transform.rotation = this.arrowCamera.arrow.transform.rotation;
  89. this.arrowCamera.transform.SetParent(container.transform);
  90. //检测有没有树遮挡
  91. Quaternion rot = container.transform.rotation;
  92. Quaternion back = rot * Quaternion.AngleAxis(180, Vector3.up); //绕本地坐标轴旋转
  93. for (int i = -36; i <= 36; i += 3) {
  94. float angle = i;
  95. Quaternion axis = back * Quaternion.AngleAxis(angle, Vector3.up);
  96. Vector3 direction = axis * Vector3.forward;
  97. RaycastHit[] raycastHits = Physics.RaycastAll(container.transform.position, direction, 6f);
  98. foreach (var raycastHit in raycastHits) {
  99. Transform tf = raycastHit.transform;
  100. if (tf && tf.name.StartsWith("TreeCollider")) {
  101. cameraFinalPosition = cameraFinalPosition_whenBlockByTree;
  102. hasBlockByTree = true;
  103. Arrow arrow = this.arrowCamera.arrow;
  104. blockByTreeLookAtPoint = arrow.Head().position - arrow.transform.forward * 0.5f;
  105. break;
  106. }
  107. }
  108. }
  109. }
  110. }
  111. bool quicklyNextShoot = GameMgr.gameType == 5;
  112. public override void SendMsg(int id, object msg) {
  113. if (id == 0) {
  114. quicklyNextShoot = true;
  115. }
  116. }
  117. }
  118. /* 模板2:从侧面看箭飞 */
  119. class ArrowCameraTemplate2 : ArrowCameraTemplate
  120. {
  121. public ArrowCameraTemplate2(ArrowCamera arrowCamera) : base(arrowCamera) {
  122. this.arrowCamera.transform.parent = null;
  123. arrowCamera.transform.localPosition = new Vector3(8.33f, 2.45f, 6.4f);
  124. arrowCamera.transform.localEulerAngles = new Vector3(0, -42, 0);
  125. }
  126. bool isHit = false;
  127. public override void Update() {
  128. if (!isHit) {
  129. isHit = arrowCamera.arrow.isHit;
  130. if (isHit) {
  131. this.arrowCamera.transform.SetParent(this.arrowCamera.arrow.transform);
  132. arrowCamera.transform.localPosition = new Vector3(-0.3f, 0.2f, -1.3f);
  133. arrowCamera.transform.LookAt(this.arrowCamera.arrow.Head());
  134. Sequence seq = DOTween.Sequence();
  135. seq.PrependInterval(2.2f);
  136. seq.AppendCallback(delegate() {
  137. this.arrowCamera.arrow.nextShoot();
  138. this.arrowCamera.arrow.enabled = false;
  139. GameObject.Destroy(this.arrowCamera.gameObject);
  140. });
  141. return;
  142. }
  143. }
  144. if (!arrowCamera.arrow) {
  145. GameObject.Destroy(this.arrowCamera.gameObject);
  146. }
  147. }
  148. }
  149. /* 模板1:跟着箭飞 */
  150. class ArrowCameraTemplate1 : ArrowCameraTemplate
  151. {
  152. public ArrowCameraTemplate1(ArrowCamera arrowCamera) : base(arrowCamera) {
  153. this.arrowCamera.arrow.activeEffectCyclone(true);
  154. }
  155. private bool cameraMoveFinish = false;
  156. Vector3 cameraToRunPosition = new Vector3(0.4f, 0.3f, -1 - Mathf.Clamp(Arrow.speed / 20 * 6, 0, 6));
  157. Vector3 cameraFinalPosition = new Vector3(-0.3f, 0.2f, -1.3f);
  158. public override void Update() {
  159. if (cameraMoveFinish) {
  160. return;
  161. }
  162. Transform cameraT = this.arrowCamera.transform;
  163. Vector3 cameraPosition = cameraT.localPosition;
  164. if (this.arrowCamera.arrow.isHit) {
  165. cameraPosition = Vector3.Lerp(cameraPosition, cameraFinalPosition, Time.deltaTime * 8);
  166. float d = Vector3.Distance(cameraPosition, cameraFinalPosition);
  167. if (d < 0.001f) {
  168. cameraMoveFinish = true;
  169. Sequence seq = DOTween.Sequence();
  170. seq.AppendInterval(2.2f);
  171. seq.AppendCallback(delegate() {
  172. this.arrowCamera.arrow.nextShoot();
  173. this.arrowCamera.arrow.enabled = false;
  174. GameObject.Destroy(this.arrowCamera.gameObject);
  175. });
  176. }
  177. } else {
  178. cameraPosition = Vector3.Lerp(cameraPosition, cameraToRunPosition, Time.deltaTime * 6);
  179. }
  180. cameraT.LookAt(this.arrowCamera.arrow.Head());
  181. cameraT.localPosition = cameraPosition;
  182. }
  183. }
  184. public class ArrowCameraTemplate {
  185. public ArrowCamera arrowCamera;
  186. public ArrowCameraTemplate(ArrowCamera arrowCamera)
  187. {
  188. this.arrowCamera = arrowCamera;
  189. }
  190. public virtual void Update() {}
  191. public virtual void beforeHit() {}
  192. public virtual void SendMsg(int id, object msg) {}
  193. }