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