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83 行
2.3 KiB

using System;
using UnityEngine;
using Cinemachine;
public class CameraManager : MonoBehaviour
{
public InputReader inputReader;
public Camera mainCamera;
public CinemachineFreeLook freeLookVCam;
private bool _isRMBPressed;
[SerializeField, Range(1f, 5f)]
private float speed = default;
[SerializeField] private TransformAnchor _cameraTransformAnchor = default;
[Header("Listening on channels")]
[Tooltip("The CameraManager listens to this event, fired by objects in any scene, to adapt camera position")]
[SerializeField] private TransformEventChannelSO _frameObjectChannel = default;
public void SetupProtagonistVirtualCamera(Transform target)
{
freeLookVCam.Follow = target;
freeLookVCam.LookAt = target;
}
private void OnEnable()
{
inputReader.cameraMoveEvent += OnCameraMove;
inputReader.enableMouseControlCameraEvent += OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent += OnDisableMouseControlCamera;
if (_frameObjectChannel != null)
_frameObjectChannel.OnEventRaised += OnFrameObjectEvent;
_cameraTransformAnchor.Transform = mainCamera.transform;
}
private void OnDisable()
{
inputReader.cameraMoveEvent -= OnCameraMove;
inputReader.enableMouseControlCameraEvent -= OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent -= OnDisableMouseControlCamera;
if (_frameObjectChannel != null)
_frameObjectChannel.OnEventRaised -= OnFrameObjectEvent;
}
private void OnEnableMouseControlCamera()
{
_isRMBPressed = true;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
private void OnDisableMouseControlCamera()
{
_isRMBPressed = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// when mouse control is disabled, the input needs to be cleared
// or the last frame's input will 'stick' until the action is invoked again
freeLookVCam.m_XAxis.m_InputAxisValue = 0;
freeLookVCam.m_YAxis.m_InputAxisValue = 0;
}
private void OnCameraMove(Vector2 cameraMovement, bool isDeviceMouse)
{
if (isDeviceMouse && !_isRMBPressed)
return;
freeLookVCam.m_XAxis.m_InputAxisValue = cameraMovement.x * Time.smoothDeltaTime * speed;
freeLookVCam.m_YAxis.m_InputAxisValue = cameraMovement.y * Time.smoothDeltaTime * speed;
}
private void OnFrameObjectEvent(Transform value)
{
SetupProtagonistVirtualCamera(value);
}
}