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96 行
3.2 KiB
96 行
3.2 KiB
using UnityEngine;
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namespace UnityEngine.Experimental.Rendering
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{
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public class CameraSwitcher : MonoBehaviour
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{
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public Camera[] m_Cameras;
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private int m_CurrentCameraIndex = -1;
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private Camera m_OriginalCamera = null;
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private Vector3 m_OriginalCameraPosition;
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private Quaternion m_OriginalCameraRotation;
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private Camera m_CurrentCamera = null;
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GUIContent[] m_CameraNames = null;
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int[] m_CameraIndices = null;
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void OnEnable()
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{
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m_OriginalCamera = GetComponent<Camera>();
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m_CurrentCamera = m_OriginalCamera;
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if(m_OriginalCamera == null)
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{
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Debug.LogError("Camera Switcher needs a Camera component attached");
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return;
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}
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m_CurrentCameraIndex = GetCameraCount() - 1;
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m_CameraNames = new GUIContent[GetCameraCount()];
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m_CameraIndices = new int[GetCameraCount()];
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for (int i = 0; i < m_Cameras.Length; ++i)
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{
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Camera cam = m_Cameras[i];
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if (cam != null)
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{
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m_CameraNames[i] = new GUIContent(cam.name);
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}
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else
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{
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m_CameraNames[i] = new GUIContent("null");
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}
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m_CameraIndices[i] = i;
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}
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m_CameraNames[GetCameraCount() - 1] = new GUIContent("Original Camera");
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m_CameraIndices[GetCameraCount() - 1] = GetCameraCount() - 1;
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DebugMenuManager.instance.AddDebugItem<int>("Camera", "Camera Switcher", () => m_CurrentCameraIndex, (value) => SetCameraIndex((int)value), DebugItemFlag.None, new DebugItemHandlerIntEnum(m_CameraNames, m_CameraIndices));
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}
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int GetCameraCount()
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{
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return m_Cameras.Length + 1; // We need +1 for handling the original camera.
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}
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Camera GetNextCamera()
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{
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if (m_CurrentCameraIndex == m_Cameras.Length)
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return m_OriginalCamera;
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else
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return m_Cameras[m_CurrentCameraIndex];
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}
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void SetCameraIndex(int index)
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{
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if(index > 0 || index < GetCameraCount())
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{
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m_CurrentCameraIndex = index;
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if (m_CurrentCamera == m_OriginalCamera)
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{
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m_OriginalCameraPosition = m_OriginalCamera.transform.position;
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m_OriginalCameraRotation = m_OriginalCamera.transform.rotation;
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}
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m_CurrentCamera = GetNextCamera();
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if (m_CurrentCamera != null)
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{
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// If we witch back to the original camera, put back the transform in it.
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if (m_CurrentCamera == m_OriginalCamera)
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{
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m_OriginalCamera.transform.position = m_OriginalCameraPosition;
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m_OriginalCamera.transform.rotation = m_OriginalCameraRotation;
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}
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transform.position = m_CurrentCamera.transform.position;
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transform.rotation = m_CurrentCamera.transform.rotation;
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}
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}
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}
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}
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}
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