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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2.0 KiB

using System;
using Cinemachine;
using UnityEngine;
using Random = UnityEngine.Random;
namespace BoatAttack
{
public class ReplayCamera : MonoBehaviour
{
public static ReplayCamera Instance;
private static bool _spectatorEnabled;
private static BoatData _focusedBoat;
private Transform _focusPoint;
public CinemachineClearShot clearShot;
private ICinemachineCamera currentCam;
private float timeSinceCut;
private void OnEnable()
{
Instance = this;
currentCam = clearShot.LiveChild;
}
private void LateUpdate()
{
if (_spectatorEnabled && _focusedBoat == null)
{
SetTarget(0);
}
if (timeSinceCut > 3f)
{
timeSinceCut = 0;
clearShot.ResetRandomization();
}
if (currentCam != clearShot.LiveChild)
{
if (Random.value >= 0.5f) { SetRandomTarget(); }
currentCam = clearShot.LiveChild;
}
timeSinceCut += Time.deltaTime;
}
public void EnableSpectatorMode()
{
_spectatorEnabled = true;
SetRandomTarget();
//droneCamera.Priority = 100;
}
public void DisableSpectatorMode()
{
//droneCamera.Priority = -100;
}
void SetRandomTarget() => SetTarget(Random.Range(0, RaceManager.RaceData.boatCount));
public void SetTarget(int boatIndex)
{
_focusedBoat = RaceManager.RaceData.boats[boatIndex];
_focusPoint = _focusedBoat.BoatObject.transform;
SetReplayTarget(_focusPoint);
}
private void SetReplayTarget(GameObject go) => SetReplayTarget(go.transform);
private void SetReplayTarget(Transform target)
{
if (!clearShot && target) return;
clearShot.Priority = 100;
clearShot.Follow = clearShot.LookAt = _focusPoint = target;
}
}
}