NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/CameraManager.cs

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4.7 KiB
C#
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using System;
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using System.Collections.Generic;
using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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namespace PhxhSDK
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{
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public class CameraManager : Singlenton<CameraManager>, IInitable
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{
private Camera _mainCamera;
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private Stack<Camera> _usedMainCameraStack = new();
private RenderTexture _defaultRenderTarget;
public RenderTexture DefaultRenderTarget
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{
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get => _defaultRenderTarget;
set
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{
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if (_defaultRenderTarget != value)
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{
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_defaultRenderTarget = value;
_mainCamera.targetTexture = _defaultRenderTarget;
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}
}
}
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public event Action<Camera> AfterSwitchMainCamera;
public Camera MainCamera => _mainCamera;
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public Camera UICamera
{
get { return UIRoot.Instance.UICamera; }
}
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public Camera SkillCamera { get; private set; }
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public Camera CreateCamera(string name, string tag = null)
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{
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var go = new GameObject(name);
var camera = go.AddComponent<Camera>();
if (tag != null)
{
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camera.tag = tag;
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}
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return camera;
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}
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public void DestroyCamera(Camera camera)
{
if (camera != null)
{
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GameObject.Destroy(camera.gameObject);
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}
}
public void ReRenderAll()
{
foreach (var c in Camera.allCameras)
{
var oldEnabled = c.enabled;
c.enabled = true;
c.Render();
c.enabled = oldEnabled;
}
}
public void Init()
{
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_mainCamera = Camera.main;
if (_mainCamera == null)
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{
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CreateCamera("Main Camera", "MainCamera");
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}
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if (_mainCamera != null)
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{
GameObject.DontDestroyOnLoad(MainCamera.gameObject);
}
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SkillCamera = GameObject.Find("SkillCamera").GetComponent<Camera>();
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}
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public void SetMainCameraActive(bool isActive)
{
_mainCamera?.gameObject.SetActive(isActive);
}
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public void SwitchMainCamera(Camera camera)
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{
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// DebugUtil.LogError("切换相机");
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if (camera == null || camera == _mainCamera)
return;
_usedMainCameraStack.Push(_mainCamera);
_SwitchCameraPurely(camera);
}
public void RevertMainCamera()
{
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// DebugUtil.LogError("还原相机");
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if (_usedMainCameraStack.Count == 0)
{
DebugUtil.LogError($"_usedMainCameraStack count is 0");
return;
}
var _lastMainCamera = GetOutMostCameraInStack();
if (_lastMainCamera == null)
{
DebugUtil.LogError($"相机栈中找不到旧的使用过的主相机");
return;
}
_SwitchCameraPurely(_lastMainCamera);
}
private void _SwitchCameraPurely(Camera camera)
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{
if (camera == null || _mainCamera == camera)
return;
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var currCamera = _mainCamera;
if (currCamera != null)
{
DeActiveMainCamera(currCamera);
}
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_mainCamera = camera;
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ActiveMainCamera(_mainCamera);
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AfterSwitchMainCamera?.Invoke(_mainCamera);
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}
private Camera GetOutMostCameraInStack()
{
Camera result = null;
int popCount = 1;
foreach (var camera in _usedMainCameraStack)
{
//可能会出现之前使用过的相机已经销毁的情况
if (camera == null)
popCount++;
else
{
result = camera;
break;
}
}
popCount = popCount > _usedMainCameraStack.Count ? _usedMainCameraStack.Count : popCount;
for (int i = 0; i < popCount; i++)
{
_usedMainCameraStack.Pop();
}
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return result;
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}
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private void ActiveMainCamera(Camera cam)
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{
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cam.gameObject.SetActive(true);
cam.targetTexture = DefaultRenderTarget;
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}
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private void DeActiveMainCamera(Camera cam)
{
cam.gameObject.SetActive(false);
}
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public void Release()
{
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_usedMainCameraStack.Clear();
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}
}
}