mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
92 lines
2.5 KiB
C#
92 lines
2.5 KiB
C#
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using UnityEngine;
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namespace Fie.Camera
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{
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public class FieUICamera : FieCameraBase
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{
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public delegate void ScreenResizeEvent();
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private int _latestWidth;
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private int _latestHeight;
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private FieGameCamera _gameCamera;
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private Vector3 leftTopInWorldPosition;
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private Vector3 leftBottomInWorldPosition;
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private Vector3 rightTopInWorldPosition;
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private Vector3 rightBottomInWorldPosition;
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private float _screenHeight;
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private float _screenWidth;
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private float _uiWorldHeight;
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private float _uiWorldWidth;
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public event ScreenResizeEvent screenResizeEvent;
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protected override void Start()
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{
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base.Start();
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InitializeUICameraResolution();
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}
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private void LateUpdate()
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{
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if (Screen.height != _latestHeight || Screen.width != _latestWidth)
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{
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InitializeUICameraResolution();
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}
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}
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private void InitializeUICameraResolution()
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{
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_screenHeight = (float)Screen.height;
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_screenWidth = (float)Screen.width;
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leftBottomInWorldPosition = base.camera.ScreenToWorldPoint(Vector3.zero);
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leftTopInWorldPosition = base.camera.ScreenToWorldPoint(new Vector3(0f, _screenHeight));
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rightBottomInWorldPosition = base.camera.ScreenToWorldPoint(new Vector3(_screenWidth, 0f));
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rightTopInWorldPosition = base.camera.ScreenToWorldPoint(new Vector3(_screenWidth, _screenHeight));
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_uiWorldHeight = Vector3.Distance(leftBottomInWorldPosition, leftTopInWorldPosition);
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_uiWorldWidth = Vector3.Distance(leftBottomInWorldPosition, rightBottomInWorldPosition);
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_latestHeight = Screen.height;
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_latestWidth = Screen.width;
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if (this.screenResizeEvent != null)
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{
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this.screenResizeEvent();
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}
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}
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public void setGameCamera(FieGameCamera gameChamera)
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{
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_gameCamera = gameChamera;
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}
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public Vector3 getPositionInUICameraWorld(Vector3 inGamePosition)
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{
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if (_gameCamera == null)
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{
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Debug.Log("game camera didn't assign to ui camera.");
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return Vector3.zero;
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}
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Vector3 vector = _gameCamera.camera.WorldToScreenPoint(inGamePosition);
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return new Vector3(leftBottomInWorldPosition.x + _uiWorldWidth * (vector.x / _screenWidth), leftBottomInWorldPosition.y + _uiWorldHeight * (vector.y / _screenHeight));
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}
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public bool isOnScreen(Vector3 worldPosition, ref Vector3 screenPosition)
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{
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screenPosition = _gameCamera.camera.WorldToScreenPoint(worldPosition);
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if (screenPosition.x < 0f || screenPosition.x > (float)Screen.width || screenPosition.y < 0f || screenPosition.y > (float)Screen.height)
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{
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return false;
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}
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return true;
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}
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}
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}
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