133 lines
4.2 KiB
C#
133 lines
4.2 KiB
C#
using System.Collections.Generic;
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using Code.Scripts.Gameplay.Utils;
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using Cysharp.Threading.Tasks;
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using PhxhSDK;
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using UnityEngine.Rendering.Universal;
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using Constants = Framework.Constants;
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namespace Gameplay.Skill
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{
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using Common;
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using UnityEngine;
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public class SkillScreenEffect
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{
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public Camera skillCamera;
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public GameObject skillBg;
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private List<GameObject> _cacheObjs;
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private List<int> _cacheLayers;
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private Animator _rawAnim;
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public Animator rawAnim => _rawAnim;
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public bool isHide;
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public async UniTask Init()
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{
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skillCamera = CmpObjRef.instance.m_SkillCamera;
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skillCamera.gameObject.SetActive(false);
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_cacheObjs = new List<GameObject>();
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_cacheLayers = new List<int>();
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var uiCameraTrans = UIRoot.Instance.UICamera.transform;
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if (uiCameraTrans.childCount == 0)
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{
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// 还没有, 需要创建
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var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.SKILL_FULLSCRREN_BG);
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var go = Object.Instantiate(prefab, uiCameraTrans);
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go.transform.localPosition = Vector3.zero;
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go.transform.localRotation = Quaternion.identity;
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skillBg = go;
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}
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else
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{
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skillBg = UIRoot.Instance.UICamera.transform.GetChild(0).gameObject;
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}
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skillBg.SetActive(false);
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_rawAnim = skillBg.GetComponentInChildren<Animator>();
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_rawAnim.Play("None");
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}
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public void Restore()
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{
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if (skillCamera == null) return;
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if (skillCamera.gameObject == null) return;
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skillCamera.gameObject.SetActive(true);
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}
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public void Show()
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{
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isHide = false;
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skillBg.SetActive(true);
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var mainCamera = Camera.main;
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// 同步相机参数
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if (mainCamera != null)
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{
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var transform = mainCamera.transform;
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var transform1 = skillCamera.transform;
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transform1.position = transform.position;
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transform1.rotation = transform.rotation;
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skillCamera.orthographic = mainCamera.orthographic;
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skillCamera.orthographicSize = mainCamera.orthographicSize;
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skillCamera.fieldOfView = mainCamera.fieldOfView;
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skillCamera.nearClipPlane = mainCamera.nearClipPlane;
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skillCamera.farClipPlane = mainCamera.farClipPlane;
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// 关闭主相机post效果
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var urpDataMain = mainCamera.GetComponent<UniversalAdditionalCameraData>();
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urpDataMain.renderPostProcessing = false;
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}
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skillCamera.gameObject.SetActive(true);
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_rawAnim.Play("In");
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}
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public async void StartHide()
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{
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_rawAnim.Play("Out");
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// 等待播放完成
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await UniTask.Delay(250);
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skillCamera.gameObject.SetActive(false);
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skillBg.SetActive(false);
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// 开启主相机post效果
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var mainCamera = Camera.main;
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if (mainCamera != null)
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{
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var urpDataMain = mainCamera.GetComponent<UniversalAdditionalCameraData>();
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urpDataMain.renderPostProcessing = true;
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}
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for (var i = 0; i < _cacheObjs.Count; ++i)
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{
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var cacheObj = _cacheObjs[i];
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var cacheLayer = _cacheLayers[i];
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cacheObj.SetLayerEx(cacheLayer);
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}
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_cacheObjs.Clear();
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_cacheLayers.Clear();
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isHide = true;
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}
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public void AttachObj(GameObject obj)
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{
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if (_cacheObjs.Contains(obj)) return;
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_cacheObjs.Add(obj);
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_cacheLayers.Add(obj.layer);
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obj.SetLayerEx(LayerDefine.Skill);
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}
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public void Dispose()
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{
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AssetManager.Instance.Unload(Constants.SKILL_FULLSCRREN_BG);
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}
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}
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}
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