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