Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.UI;
using Cinemachine;
namespace BoatAttack
{
/// <summary>
/// This is an overall camera manager for the demo(mainly for testing/debugging purposes) it hooks up to teh UI interface
/// </summary>
public class CameraManager : MonoBehaviour
{
public GameObject UI;
public CameraModes _camModes;
public PlayableDirector _cutsceneDirector;
public List<CinemachineVirtualCamera> _cutsceneCameras = new List<CinemachineVirtualCamera>();
public CinemachineVirtualCamera _droneCamera;
public CinemachineVirtualCamera _raceCamera;
public CinemachineClearShot _replayShots;
public Text _staticCamText;
private int _curStaticCam = 0;
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (_camModes == CameraModes.Cutscene)
StaticCams();
else
PlayCutscene();
}
if (Input.GetKeyDown(KeyCode.LeftArrow))
NextStaticCam();
if (Input.GetKeyDown(KeyCode.RightArrow))
PrevStaticCam();
if (Input.GetKeyDown(KeyCode.H) || (Input.touchCount > 0 && Input.touches[0].tapCount == 2))
UI.SetActive(!UI.activeSelf);
}
public void PlayCutscene()
{
_camModes = CameraModes.Cutscene;
// Lower other camera priorities
_droneCamera.Priority = 5;
_raceCamera.Priority = 5;
_replayShots.Priority = 5;
// activate cutscene
_cutsceneDirector.enabled = true;
_cutsceneDirector.Stop();
_cutsceneDirector.Play();
}
void DisableCutscene()
{
_cutsceneDirector.enabled = false;
_cutsceneDirector.Stop();
}
public void DroneCam()
{
_camModes = CameraModes.Drone;
// Lower other camera priorities
DisableCutscene();
_raceCamera.Priority = 5;
_replayShots.Priority = 5;
// activate drone
_droneCamera.Priority = 15;
}
public void RaceCam()
{
_camModes = CameraModes.Race;
// Lower other camera priorities
DisableCutscene();
_droneCamera.Priority = 5;
_replayShots.Priority = 5;
// activate drone
_raceCamera.Priority = 15;
}
public void ReplayCam()
{
_camModes = CameraModes.Replay;
// Lower other camera priorities
DisableCutscene();
_droneCamera.Priority = 5;
_raceCamera.Priority = 5;
// activate drone
_replayShots.Priority = 15;
}
public void StaticCams()
{
_camModes = CameraModes.Static;
// Lower other camera priorities
DisableCutscene();
_droneCamera.Priority = 5;
_raceCamera.Priority = 5;
_replayShots.Priority = 5;
SetStaticCam(_curStaticCam);
}
public void NextStaticCam()
{
_curStaticCam++;
if (_curStaticCam == _cutsceneCameras.Count)
_curStaticCam = 0;
SetStaticCam(_curStaticCam);
}
public void PrevStaticCam()
{
_curStaticCam--;
if (_curStaticCam < 0)
_curStaticCam = _cutsceneCameras.Count - 1;
SetStaticCam(_curStaticCam);
}
void SetStaticCam(int cameraIndex)
{
for (var i = 0; i < _cutsceneCameras.Count; i++)
{
if (i != cameraIndex)
{
_cutsceneCameras[i].Priority = 5;
}
else
{
_cutsceneCameras[i].Priority = 11;
_staticCamText.text = _cutsceneCameras[i].gameObject.name.Substring(9);
}
}
}
public enum CameraModes
{
Cutscene,
Race,
Drone,
Replay,
Static
}
}
}