这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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113 行
3.6 KiB

using System;
using UnityEngine;
using Cinemachine;
using System.Collections;
public class CameraManager : MonoBehaviour
{
public InputReader inputReader;
public Camera mainCamera;
public CinemachineFreeLook freeLookVCam;
public CinemachineImpulseSource impulseSource;
private bool _isRMBPressed;
[SerializeField][Range(.5f, 3f)] private float _speedMultiplier = 1f; //TODO: make this modifiable in the game settings
[SerializeField] private TransformAnchor _cameraTransformAnchor = default;
[SerializeField] private TransformAnchor _protagonistTransformAnchor = default;
[Header("Listening on channels")]
[Tooltip("The CameraManager listens to this event, fired by protagonist GettingHit state, to shake camera")]
[SerializeField] private VoidEventChannelSO _camShakeEvent = default;
private bool _cameraMovementLock = false;
private void OnEnable()
{
inputReader.cameraMoveEvent += OnCameraMove;
inputReader.enableMouseControlCameraEvent += OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent += OnDisableMouseControlCamera;
_protagonistTransformAnchor.OnAnchorProvided += SetupProtagonistVirtualCamera;
_camShakeEvent.OnEventRaised += impulseSource.GenerateImpulse;
_cameraTransformAnchor.Provide(mainCamera.transform);
}
private void OnDisable()
{
inputReader.cameraMoveEvent -= OnCameraMove;
inputReader.enableMouseControlCameraEvent -= OnEnableMouseControlCamera;
inputReader.disableMouseControlCameraEvent -= OnDisableMouseControlCamera;
_protagonistTransformAnchor.OnAnchorProvided -= SetupProtagonistVirtualCamera;
_camShakeEvent.OnEventRaised -= impulseSource.GenerateImpulse;
_cameraTransformAnchor.Unset();
}
private void Start()
{
//Setup the camera target if the protagonist is already available
if(_protagonistTransformAnchor.isSet)
SetupProtagonistVirtualCamera();
}
private void OnEnableMouseControlCamera()
{
_isRMBPressed = true;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
StartCoroutine(DisableMouseControlForFrame());
}
IEnumerator DisableMouseControlForFrame()
{
_cameraMovementLock = true;
yield return new WaitForEndOfFrame();
_cameraMovementLock = 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 (_cameraMovementLock)
return;
if (isDeviceMouse && !_isRMBPressed)
return;
//Using a "fixed delta time" if the device is mouse,
//since for the mouse we don't have to account for frame duration
float deviceMultiplier = isDeviceMouse ? 0.02f : Time.deltaTime;
freeLookVCam.m_XAxis.m_InputAxisValue = cameraMovement.x * deviceMultiplier * _speedMultiplier;
freeLookVCam.m_YAxis.m_InputAxisValue = cameraMovement.y * deviceMultiplier * _speedMultiplier;
}
/// <summary>
/// Provides Cinemachine with its target, taken from the TransformAnchor SO containing a reference to the player's Transform component.
/// This method is called every time the player is reinstantiated.
/// </summary>
public void SetupProtagonistVirtualCamera()
{
Transform target = _protagonistTransformAnchor.Value;
freeLookVCam.Follow = target;
freeLookVCam.LookAt = target;
freeLookVCam.OnTargetObjectWarped(target, target.position - freeLookVCam.transform.position - Vector3.forward);
}
}