mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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55 lines
2.1 KiB
C#
55 lines
2.1 KiB
C#
using Fie.Manager;
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using UnityEngine;
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namespace Fie.Camera
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{
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public class FieGameCameraTaskHorming : FieGameCameraTaskBase
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{
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private Vector3 _hormingAncher = Vector3.zero;
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private float latestHormingDistance;
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private float targetHightOffset;
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private const float CAMERA_UPPER_DIRECTION_OFFSET_ANGLE_X = -4.5f;
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public override void Initialize(FieGameCamera gameCamera)
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{
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_hormingAncher = gameCamera.nowCameraTargetPos;
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}
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public override void TargetChanged(FieGameCamera gameCamera, FieGameCharacter fromCharacter, FieGameCharacter toCharacter)
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{
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gameCamera.SetCameraTask<FieGameCameraTaskLockOn>(0.75f);
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}
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public override void CameraUpdate(FieGameCamera gameCamera)
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{
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if (!(gameCamera.cameraOwner == null))
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{
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Vector3 defaultCameraOffset = FieManagerBehaviour<FieGameCameraManager>.I.getDefaultCameraOffset();
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Vector3 groundPosition = gameCamera.cameraOwner.groundPosition;
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float x = groundPosition.x + defaultCameraOffset.x;
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Vector3 groundPosition2 = gameCamera.cameraOwner.groundPosition;
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float y = groundPosition2.y + defaultCameraOffset.y;
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Vector3 groundPosition3 = gameCamera.cameraOwner.groundPosition;
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gameCamera.nowCameraTargetPos = new Vector3(x, y, groundPosition3.z + defaultCameraOffset.z);
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Vector3 groundPosition4 = gameCamera.cameraOwner.groundPosition;
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Vector3 a = new Vector3(0f, groundPosition4.y, 0f);
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Vector3 position = gameCamera.cameraOwner.transform.position;
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float b = -4.5f * Vector3.Distance(a, new Vector3(0f, position.y, 0f));
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targetHightOffset = Mathf.Lerp(targetHightOffset, b, 1f * Time.deltaTime);
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gameCamera.nowCameraTargetRotation = Quaternion.Euler(FieManagerBehaviour<FieGameCameraManager>.I.getDefaultCameraRotation() + new Vector3(targetHightOffset, 0f, 0f));
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float num = Vector3.Distance(new Vector3(_hormingAncher.x, gameCamera.nowCameraTargetPos.y, gameCamera.nowCameraTargetPos.z), gameCamera.nowCameraTargetPos);
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if (num < latestHormingDistance)
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{
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gameCamera.SetCameraTask<FieGameCameraTaskStop>(1f);
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}
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else
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{
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latestHormingDistance = num;
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}
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}
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}
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}
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}
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