80 lines
2.2 KiB
C#
80 lines
2.2 KiB
C#
using System.Collections.Generic;
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using Code.Scripts.Gameplay.Utils;
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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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public void 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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skillBg = UIRoot.Instance.UICamera.transform.GetChild(0).gameObject;
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skillBg.SetActive(false);
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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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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.orthographicSize = mainCamera.orthographicSize;
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skillCamera.nearClipPlane = mainCamera.nearClipPlane;
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skillCamera.farClipPlane = mainCamera.farClipPlane;
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}
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skillCamera.gameObject.SetActive(true);
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}
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public void Hide()
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{
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skillCamera.gameObject.SetActive(false);
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skillBg.SetActive(false);
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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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}
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public void AttachObj(GameObject obj)
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{
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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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}
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}
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