mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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80 lines
2.1 KiB
C#
80 lines
2.1 KiB
C#
using Fie.Camera;
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using Fie.Utility;
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using System;
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using UnityEngine;
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namespace Fie.Manager
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{
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public class FieGameCameraManager : FieManagerBehaviour<FieGameCameraManager>
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{
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private static readonly Vector3 defaultCameraOffset = new Vector3(0f, 1.5f, -5.5f);
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private static readonly Vector3 defaultCameraRotation = new Vector3(2f, 0f, 0f);
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private Vector3 _sceneCameraOffset = defaultCameraOffset;
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private Vector3 _sceneCameraRotation = defaultCameraRotation;
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private FieGameCamera _gameCamera;
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public FieGameCamera gameCamera => _gameCamera;
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protected override void StartUpEntity()
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{
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if (_gameCamera == null)
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{
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_gameCamera = UnityEngine.Object.FindObjectOfType<FieGameCamera>();
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if (_gameCamera == null)
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{
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GameObject gameObject = Resources.Load("Prefabs/Manager/FieGameCamera") as GameObject;
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if (gameObject == null)
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{
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throw new Exception("Missing the game camera prefab.");
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}
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GameObject gameObject2 = UnityEngine.Object.Instantiate(gameObject, Vector3.zero, Quaternion.identity);
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if (gameObject2 == null)
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{
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throw new Exception("Fiald to instantiate the game camera object.");
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}
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_gameCamera = gameObject2.GetComponent<FieGameCamera>();
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if (_gameCamera == null)
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{
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throw new Exception("Game camera component dosen't exists in game camera prefab.");
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}
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}
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}
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_gameCamera.transform.parent = base.transform;
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_gameCamera.setCameraOwner(FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter);
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}
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public void setWiggler(Wiggler.WiggleTemplate template)
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{
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gameCamera.setWiggler(template);
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}
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public void setWiggler(float totalTime, int wiggleCount, Vector3 wiggleScale)
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{
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gameCamera.setWiggler(totalTime, wiggleCount, wiggleScale);
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}
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public void setDefaultCameraOffset(Vector3 newDefaultOffset)
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{
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_sceneCameraOffset = newDefaultOffset;
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}
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public void setDefaultCameraRotation(Vector3 newDefaultRotation)
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{
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_sceneCameraRotation = newDefaultRotation;
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}
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public Vector3 getDefaultCameraOffset()
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{
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return _sceneCameraOffset;
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}
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public Vector3 getDefaultCameraRotation()
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{
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return _sceneCameraRotation;
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}
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}
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}
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