Files
aibis-dream/Assets/Scripts/Framework/OtherKit/CameraKit.cs
T

320 lines
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using AibisDream.Kit;
using Cinemachine;
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using Yarn.Unity;
namespace AibisDream.Framework
{
public class CameraKit : SingletonBase<CameraKit>
{
private const int LowPriority = 1;
private const int HighPriority = 10;
#region 相机组件
private CinemachineBrain _orthoCameraBrain;
private CinemachineBrain _perspectiveCameraBrain;
private readonly Dictionary<CameraEnum, ICinemachineCamera> _virtualCameraDict = new();
private readonly Dictionary<CameraEnum, CamState> _camInitStateDict = new();
private CameraEnum _curCameraEnum;
private CamState _curInitState;
private Camera _orthoMainCamera;
private Camera _perspectiveMainCamera;
private struct CamState
{
public Vector3 pos;
public float initOrthoSize;
public bool isPerspective;
}
#endregion
private CameraKit()
{
}
public override void OnSingletonInit()
{
// 获取正交相机
_orthoMainCamera = Camera.main;
_orthoCameraBrain = _orthoMainCamera?.GetComponent<CinemachineBrain>();
// 获取透视相机
_perspectiveMainCamera = GameObject.Find("PerspectiveMainCamera")?.GetComponent<Camera>();
_perspectiveCameraBrain = _perspectiveMainCamera?.GetComponent<CinemachineBrain>();
_curCameraEnum = CameraEnum.Default;
if (_orthoMainCamera && _perspectiveMainCamera)
{
// 默认激活正交相机,禁用透视相机
_orthoMainCamera.gameObject.SetActive(true);
_perspectiveMainCamera.gameObject.SetActive(false);
}
}
#region 相机信息注册
public void RegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera, bool isPerspective = false)
{
_virtualCameraDict[camType] = virtualCamera;
var initState = new CamState
{
pos = virtualCamera.VirtualCameraGameObject.transform.localPosition,
initOrthoSize = virtualCamera.VirtualCameraGameObject.gameObject
.GetComponent<CinemachineVirtualCamera>().m_Lens.OrthographicSize,
isPerspective = isPerspective
};
_camInitStateDict[camType] = initState;
}
public void UnRegisterCamera(CameraEnum camType, ICinemachineCamera virtualCamera)
{
if (!_virtualCameraDict.TryGetValue(camType, out var curCam)) return;
if (virtualCamera == curCam)
{
_virtualCameraDict.Remove(camType);
_camInitStateDict.Remove(camType);
}
}
public void UnRegisterCamera(CameraEnum camType)
{
_virtualCameraDict.Remove(camType);
_camInitStateDict.Remove(camType);
}
public void RemoveAllCam()
{
_virtualCameraDict.Clear();
_camInitStateDict.Clear();
}
#endregion
/// <summary>
/// 检查当前是否需要切相机
/// </summary>
/// <param name="targetCameraState"></param>
/// <returns>是就不用切相机</returns>
public bool EqualToCameraState(CameraEnum targetCameraState)
{
return _curCameraEnum == targetCameraState;
}
/// <summary>
/// 切换相机
/// </summary>
/// <param name="camType"></param>
public IEnumerator SwitchCamera(CameraEnum camType)
{
var switchDuration = SwitchCameraSync(camType);
yield return new WaitForSeconds(switchDuration);
}
public float SwitchCameraSync(CameraEnum camType)
{
Debug.Log("Camera Type is:" + camType);
if (_curCameraEnum == camType)
{
return 0;
}
if (!_virtualCameraDict.ContainsKey(camType))
{
Debug.Log($"{camType.ToString()}相机未注册");
return 0;
}
// 切换主相机
bool isPerspective = _camInitStateDict[camType].isPerspective;
_orthoMainCamera.gameObject.SetActive(!isPerspective);
// _perspectiveMainCamera.gameObject.SetActive(isPerspective);
var activeBrain = isPerspective ? _perspectiveCameraBrain : _orthoCameraBrain;
// 设置虚拟相机优先级
foreach (var camPair in _virtualCameraDict)
{
if (camPair.Key == camType) camPair.Value.Priority = HighPriority;
if (camPair.Key != camType) camPair.Value.Priority = LowPriority;
}
_curInitState = _camInitStateDict[camType];
var lastCamEnum = _curCameraEnum;
_curCameraEnum = camType;
// 切完之后记得复原
ActionKit.Delay(activeBrain.m_DefaultBlend.BlendTime, () => ResetVirCam(lastCamEnum)).StartGlobal();
return activeBrain.m_DefaultBlend.BlendTime;
}
private void ResetVirCam(CameraEnum cameraEnum)
{
var virCam = _virtualCameraDict[cameraEnum];
virCam.VirtualCameraGameObject.transform.localPosition = _curInitState.pos;
var camObj = virCam.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
camObj.m_Lens.OrthographicSize = _curInitState.initOrthoSize;
}
public Tween TransCamera(Vector3 targetPos, float targetOrthographicSize, float duration)
{
// 寻找现在正在激活的相机
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
var sq = DOTween.Sequence();
// 移动
sq.Join(curCamera.DOLocalMove(targetPos, duration));
// 缩放
sq.Join(curCamera.DOOrthoSize(targetOrthographicSize, duration));
return sq;
}
/// <summary>
///
/// </summary>
/// <param name="targetOrthographicSize">相机</param>
/// <param name="duration"></param>
/// <returns></returns>
public Tween TransCamera(float targetOrthographicSize, float duration)
{
// 寻找现在正在激活的相机
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
return curCamera.DOOrthoSize(targetOrthographicSize, duration);
}
public Tween TransCamera(Vector3 targetPos, float duration)
{
// 寻找现在正在激活的相机
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
return curCamera.DOLocalMove(targetPos, duration);
}
private Tween ReturnInitCamera(float duration)
{
return TransCamera(_curInitState.pos, _curInitState.initOrthoSize, duration);
}
public IEnumerator TransCameraAsync(Vector3 targetPos, float targetOrthographicSize, float duration)
{
yield return TransCamera(targetPos, targetOrthographicSize, duration).WaitForCompletion();
}
public IEnumerator ReturnInitCameraAsync(float duration)
{
yield return ReturnInitCamera(duration).WaitForCompletion();
}
// 方法已废弃,后面改成用Cinemachine的Shake
[Obsolete]
public IEnumerator ShakeCamera(float duration, float strength, int vibrate)
{
var curCamera = _orthoCameraBrain.ActiveVirtualCamera;
yield return curCamera.VirtualCameraGameObject.transform
.DOShakePosition(duration, strength, vibrate, 90, false, false)
.WaitForCompletion();
}
/// <summary>
/// 获取当前激活的相机
/// </summary>
public Camera GetCurrentCamera()
{
return _camInitStateDict.TryGetValue(_curCameraEnum, out var state) && state.isPerspective ?
_perspectiveMainCamera :
_orthoMainCamera;
}
}
public static class CinemachineExtension
{
public static TweenerCore<Vector3, Vector3, VectorOptions> DOLocalMove(this ICinemachineCamera camera,
Vector3 targetPos, float duration)
{
var transform = camera.VirtualCameraGameObject.gameObject.transform;
return transform.DOLocalMove(targetPos, duration);
}
public static TweenerCore<float, float, FloatOptions> DOOrthoSize(this ICinemachineCamera camera,
float endValue, float duration)
{
var virtualCamera = camera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
var currentOrthoSize = virtualCamera.m_Lens.OrthographicSize;
return DOTween.To(() => currentOrthoSize, x => currentOrthoSize = x, endValue, duration)
.OnUpdate(() => virtualCamera.m_Lens.OrthographicSize = currentOrthoSize);
}
}
public static class CameraCommand
{
[YarnCommand("return_init_camera")]
public static IEnumerator ReturnInitCamera(float duration = 1f)
{
return CameraKit.Instance.ReturnInitCameraAsync(duration);
}
[YarnCommand("trans_camera")]
public static IEnumerator TransCameraAsync(float x, float y, float targetOrthographicSize, float duration)
{
Vector3 targetPos = new Vector3(x, y, -10);
return CameraKit.Instance.TransCameraAsync(targetPos, targetOrthographicSize, duration);
}
[YarnCommand("shake_camera")]
public static IEnumerator ShakeCamera(float duration, float strength, int vibrate = 10)
{
return CameraKit.Instance.ShakeCamera(duration, strength, vibrate);
}
[YarnCommand("switch_camera")]
public static IEnumerator SwitchCamera(string targetStateStr)
{
// 字符串转枚举
if (!Enum.TryParse<CameraEnum>(targetStateStr, out var targetState))
{
Debug.Log($"{targetStateStr}不在FixState枚举中");
yield break;
}
yield return CameraKit.Instance.SwitchCamera(targetState);
}
}
public enum CameraEnum
{
Default,
Clinic,
CoolingMachine,
BodyModule,
Memory,
Logic,
Eye,
UF,
Expression,
Engine,
Gear,
EyeDeep,
ExpressionDeep,
Emo,
EmoDeep,
Op,
CutEmo,
CutMemory,
CutLogic,
CutEmoDeep,
CutMemoryDeep,
CutLogicDeep
}
}