Add WeaponFeedback component and AddressableManagerWindow meta file
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds. - Added meta file for AddressableManagerWindow to manage addressable assets. - Included a new jump.data file for profiler data.
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@@ -39,6 +39,8 @@ namespace BaseGames.Camera
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[SerializeField] private CinemachineBrain _brain;
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private UnityEngine.Camera _camera;
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private CinemachineCamera _cachedVCam;
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private CinemachineConfiner3D _cachedConfiner;
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private void Reset()
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{
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@@ -77,7 +79,8 @@ namespace BaseGames.Camera
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/// <summary>
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/// 获取当前活跃 VCam 的 CinemachineConfiner3D 边界盒(世界空间 AABB)。
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/// 用于在像素取整后将相机钳制回限位区域内。
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/// 缓存上次查询的 VCam 实例;仅在活跃 VCam 发生切换时重新调用 GetComponent,
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/// 避免每帧 GetComponent 开销。
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/// </summary>
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private bool TryGetActiveConfinerBounds(out Bounds bounds)
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{
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@@ -85,9 +88,14 @@ namespace BaseGames.Camera
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if (_brain == null) return false;
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var vcam = _brain.ActiveVirtualCamera as CinemachineCamera;
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if (vcam == null) return false;
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var confiner = vcam.GetComponent<CinemachineConfiner3D>();
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if (confiner == null || !confiner.IsValid) return false;
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bounds = confiner.BoundingVolume.bounds;
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// 只在活跃 VCam 切换时刷新缓存
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if (!ReferenceEquals(vcam, _cachedVCam))
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{
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_cachedVCam = vcam;
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_cachedConfiner = vcam.GetComponent<CinemachineConfiner3D>();
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}
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if (_cachedConfiner == null || !_cachedConfiner.IsValid) return false;
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bounds = _cachedConfiner.BoundingVolume.bounds;
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return true;
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}
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