NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Skill/Effect/SkillScreenEffect.cs

96 lines
2.9 KiB
C#

using System.Collections.Generic;
using Code.Scripts.Gameplay.Utils;
using Cysharp.Threading.Tasks;
using PhxhSDK;
using Constants = Framework.Constants;
namespace Gameplay.Skill
{
using Common;
using UnityEngine;
public class SkillScreenEffect
{
public Camera skillCamera;
public GameObject skillBg;
private List<GameObject> _cacheObjs;
private List<int> _cacheLayers;
public async UniTask Init()
{
skillCamera = CmpObjRef.instance.m_SkillCamera;
skillCamera.gameObject.SetActive(false);
_cacheObjs = new List<GameObject>();
_cacheLayers = new List<int>();
var uiCameraTrans = UIRoot.Instance.UICamera.transform;
if (uiCameraTrans.childCount == 0)
{
// 还没有, 需要创建
var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.SKILL_FULLSCRREN_BG);
var go = Object.Instantiate(prefab, uiCameraTrans);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
skillBg = go;
}
else
{
skillBg = UIRoot.Instance.UICamera.transform.GetChild(0).gameObject;
}
skillBg.SetActive(false);
}
public void Restore()
{
if (skillCamera == null) return;
if (skillCamera.gameObject == null) return;
skillCamera.gameObject.SetActive(true);
}
public void Show()
{
skillBg.SetActive(true);
var mainCamera = Camera.main;
// 同步相机参数
if (mainCamera != null)
{
var transform = mainCamera.transform;
var transform1 = skillCamera.transform;
transform1.position = transform.position;
transform1.rotation = transform.rotation;
skillCamera.orthographicSize = mainCamera.orthographicSize;
skillCamera.nearClipPlane = mainCamera.nearClipPlane;
skillCamera.farClipPlane = mainCamera.farClipPlane;
}
skillCamera.gameObject.SetActive(true);
}
public void Hide()
{
skillCamera.gameObject.SetActive(false);
skillBg.SetActive(false);
for (var i = 0; i < _cacheObjs.Count; ++i)
{
var cacheObj = _cacheObjs[i];
var cacheLayer = _cacheLayers[i];
cacheObj.SetLayerEx(cacheLayer);
}
_cacheObjs.Clear();
_cacheLayers.Clear();
}
public void AttachObj(GameObject obj)
{
_cacheObjs.Add(obj);
_cacheLayers.Add(obj.layer);
obj.SetLayerEx(LayerDefine.Skill);
}
}
}