FiE-Game/Assets/Scripts/Fie/Camera/FieGameCameraTaskHorming.cs

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2018-11-20 20:10:49 +01:00
using Fie.Manager;
using UnityEngine;
namespace Fie.Camera
{
public class FieGameCameraTaskHorming : FieGameCameraTaskBase
{
private Vector3 _hormingAncher = Vector3.zero;
private float latestHormingDistance;
private float targetHightOffset;
private const float CAMERA_UPPER_DIRECTION_OFFSET_ANGLE_X = -4.5f;
public override void Initialize(FieGameCamera gameCamera)
{
_hormingAncher = gameCamera.nowCameraTargetPos;
}
public override void TargetChanged(FieGameCamera gameCamera, FieGameCharacter fromCharacter, FieGameCharacter toCharacter)
{
gameCamera.SetCameraTask<FieGameCameraTaskLockOn>(0.75f);
}
public override void CameraUpdate(FieGameCamera gameCamera)
{
if (!(gameCamera.cameraOwner == null))
{
Vector3 defaultCameraOffset = FieManagerBehaviour<FieGameCameraManager>.I.getDefaultCameraOffset();
Vector3 groundPosition = gameCamera.cameraOwner.groundPosition;
float x = groundPosition.x + defaultCameraOffset.x;
Vector3 groundPosition2 = gameCamera.cameraOwner.groundPosition;
float y = groundPosition2.y + defaultCameraOffset.y;
Vector3 groundPosition3 = gameCamera.cameraOwner.groundPosition;
gameCamera.nowCameraTargetPos = new Vector3(x, y, groundPosition3.z + defaultCameraOffset.z);
Vector3 groundPosition4 = gameCamera.cameraOwner.groundPosition;
Vector3 a = new Vector3(0f, groundPosition4.y, 0f);
Vector3 position = gameCamera.cameraOwner.transform.position;
float b = -4.5f * Vector3.Distance(a, new Vector3(0f, position.y, 0f));
targetHightOffset = Mathf.Lerp(targetHightOffset, b, 1f * Time.deltaTime);
gameCamera.nowCameraTargetRotation = Quaternion.Euler(FieManagerBehaviour<FieGameCameraManager>.I.getDefaultCameraRotation() + new Vector3(targetHightOffset, 0f, 0f));
float num = Vector3.Distance(new Vector3(_hormingAncher.x, gameCamera.nowCameraTargetPos.y, gameCamera.nowCameraTargetPos.z), gameCamera.nowCameraTargetPos);
if (num < latestHormingDistance)
{
gameCamera.SetCameraTask<FieGameCameraTaskStop>(1f);
}
else
{
latestHormingDistance = num;
}
}
}
}
}