摄像机区域的优化
This commit is contained in:
@@ -86,6 +86,29 @@ namespace BaseGames.Editor
|
||||
CameraStateController cameraStateController = GetOrAddComponent<CameraStateController>(cameraStateGo);
|
||||
CinemachineImpulseSource impulseSource = GetOrAddComponent<CinemachineImpulseSource>(cameraStateGo);
|
||||
|
||||
// 垂直窥视系统:独立节点,CameraStateController 持引用
|
||||
GameObject lookSystemGo = GetOrCreateChild(camera, "CameraLookSystem").gameObject;
|
||||
CameraLookSystem lookSystem = GetOrAddComponent<CameraLookSystem>(lookSystemGo);
|
||||
|
||||
GameObject vcamAGo = GetOrCreateChild(camera, "VCamA").gameObject;
|
||||
CinemachineCamera vcamA = GetOrAddComponent<CinemachineCamera>(vcamAGo);
|
||||
GetOrAddComponent<CinemachineConfiner2D>(vcamAGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamAGo);
|
||||
GetOrAddComponent<CameraAsymmetricDampingExtension>(vcamAGo);
|
||||
GetOrAddComponent<CameraAdaptiveLookaheadExtension>(vcamAGo);
|
||||
// CinemachinePositionComposer:Body 阶段组件,必须存在;ConfigureSlot 依赖它写入所有相机跟随参数
|
||||
var composerA = GetOrAddComponent<CinemachinePositionComposer>(vcamAGo);
|
||||
ApplyComposerDefaults(composerA);
|
||||
|
||||
GameObject vcamBGo = GetOrCreateChild(camera, "VCamB").gameObject;
|
||||
CinemachineCamera vcamB = GetOrAddComponent<CinemachineCamera>(vcamBGo);
|
||||
GetOrAddComponent<CinemachineConfiner2D>(vcamBGo);
|
||||
GetOrAddComponent<CameraAxisLockExtension>(vcamBGo);
|
||||
GetOrAddComponent<CameraAsymmetricDampingExtension>(vcamBGo);
|
||||
GetOrAddComponent<CameraAdaptiveLookaheadExtension>(vcamBGo);
|
||||
var composerB = GetOrAddComponent<CinemachinePositionComposer>(vcamBGo);
|
||||
ApplyComposerDefaults(composerB);
|
||||
|
||||
GameObject uiRootGo = GetOrCreateChild(ui, "UIRoot").gameObject;
|
||||
UIManager uiManager = GetOrAddComponent<UIManager>(uiRootGo);
|
||||
|
||||
@@ -146,6 +169,11 @@ namespace BaseGames.Editor
|
||||
|
||||
AssignReference(cameraStateController, "_brain", brain);
|
||||
AssignReference(cameraStateController, "_impulseSource", impulseSource);
|
||||
AssignReference(cameraStateController, "_lookSystem", lookSystem);
|
||||
AssignReference(cameraStateController, "_vcamA", vcamA);
|
||||
AssignReference(cameraStateController, "_vcamB", vcamB);
|
||||
AssignAsset(cameraStateController, "_onPlayerSpawned", report, true, "EVT_PlayerSpawned");
|
||||
AssignAsset(cameraStateController, "_lensConfig", report, false, "CAM_LensConfig", "LensConfig", "CameraLensConfig");
|
||||
|
||||
AssignReference(uiManager, "_hudRoot", hudRootGo);
|
||||
AssignReference(uiManager, "_pauseMenuRoot", pauseRootGo);
|
||||
@@ -189,13 +217,12 @@ namespace BaseGames.Editor
|
||||
// ── [Camera] ───────────────────────────────────────────────────
|
||||
Transform cameraGroup = GetOrCreateChild(root.transform, "[Camera]");
|
||||
|
||||
GameObject roomCameraGo = GetOrCreateChild(cameraGroup, "RoomCamera").gameObject;
|
||||
CinemachineCamera cinemachineCamera = GetOrAddComponent<CinemachineCamera>(roomCameraGo);
|
||||
RoomCamera roomCamera = GetOrAddComponent<RoomCamera>(roomCameraGo);
|
||||
CinemachineConfiner2D confiner = GetOrAddComponent<CinemachineConfiner2D>(roomCameraGo);
|
||||
// CameraArea — 定义相机区域(限位 + 混合配置 + 可选专有 VCam)
|
||||
GameObject cameraAreaGo = GetOrCreateChild(cameraGroup, "CameraArea").gameObject;
|
||||
CameraArea cameraArea = GetOrAddComponent<CameraArea>(cameraAreaGo);
|
||||
|
||||
// RoomBoundary — defines visible area and confiner polygon
|
||||
Transform boundaryT = GetOrCreateChild(roomCameraGo.transform, "RoomBoundary");
|
||||
// AreaBoundary — 提供 CinemachineConfiner2D 所需的限位多边形
|
||||
Transform boundaryT = GetOrCreateChild(cameraAreaGo.transform, "AreaBoundary");
|
||||
PolygonCollider2D boundaryCollider = GetOrAddComponent<PolygonCollider2D>(boundaryT.gameObject);
|
||||
boundaryCollider.pathCount = 1;
|
||||
boundaryCollider.SetPath(0, new Vector2[]
|
||||
@@ -203,16 +230,8 @@ namespace BaseGames.Editor
|
||||
new Vector2(-12f, -6f), new Vector2(-12f, 6f),
|
||||
new Vector2( 12f, 6f), new Vector2( 12f, -6f),
|
||||
});
|
||||
RoomVisibleArea visibleArea = GetOrAddComponent<RoomVisibleArea>(boundaryT.gameObject);
|
||||
|
||||
AssignReference(roomCamera, "_visibleArea", visibleArea);
|
||||
AssignReference(confiner, "m_BoundingShape2D", boundaryCollider);
|
||||
|
||||
// Disable stray Camera / AudioListener components sometimes added by Cinemachine
|
||||
UnityEngine.Camera staleCam = roomCameraGo.GetComponent<UnityEngine.Camera>();
|
||||
if (staleCam != null) staleCam.enabled = false;
|
||||
AudioListener staleAl = roomCameraGo.GetComponent<AudioListener>();
|
||||
if (staleAl != null) { Undo.DestroyObjectImmediate(staleAl); }
|
||||
AssignReference(cameraArea, "_confinerCollider", boundaryCollider);
|
||||
|
||||
// ── [SpawnPoints] ──────────────────────────────────────────────
|
||||
Transform spawnGroup = GetOrCreateChild(root.transform, "[SpawnPoints]");
|
||||
@@ -250,7 +269,7 @@ namespace BaseGames.Editor
|
||||
GetOrCreateChild(root.transform, "[Transitions]");
|
||||
|
||||
// ── Wire RoomController ────────────────────────────────────────
|
||||
AssignReference(roomController, "_roomCamera", roomCamera);
|
||||
AssignReference(roomController, "_cameraArea", cameraArea);
|
||||
|
||||
SerializedObject roomSO = new SerializedObject(roomController);
|
||||
SerializedProperty spawnArrayProp = roomSO.FindProperty("_spawnPoints");
|
||||
@@ -263,8 +282,7 @@ namespace BaseGames.Editor
|
||||
|
||||
// ── Report ─────────────────────────────────────────────────────
|
||||
report.Add("在 RoomController._roomId 填写唯一房间 ID(如 \"Room_Forest_01\")。");
|
||||
report.Add("将 Player/CameraFollowTarget Transform 拖入 CinemachineCamera.Follow 字段以跟随玩家(或使用 BaseGames → Camera → Room Camera Setup 工具批量赋值)。");
|
||||
report.Add("调整 RoomBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
|
||||
report.Add("调整 AreaBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
|
||||
report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形,然后在 NavSurface Inspector 中点击 Bake。");
|
||||
report.Add("[Transitions] 子节点下使用 BaseGames/Scene/Place/Room Transition 添加过渡点。");
|
||||
|
||||
@@ -561,6 +579,34 @@ namespace BaseGames.Editor
|
||||
|
||||
Debug.LogWarning($"[SceneScaffoldTools] {scaffoldName} 完成,但仍有 {report.Count} 项需要手工确认:\n- {string.Join("\n- ", report)}", root);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为 VCam 上的 CinemachinePositionComposer 写入初始默认展示参数。
|
||||
/// 这些値与 <see cref="CameraArea"/> 的默认値一致,确保脆架生成后 Scene 预览即有正确感觉。
|
||||
/// 运行时 CameraStateController.ConfigureSlot 会在每次 SwitchArea 时用 per-area 配置覆写。
|
||||
/// </summary>
|
||||
private static void ApplyComposerDefaults(CinemachinePositionComposer composer)
|
||||
{
|
||||
if (composer == null) return;
|
||||
|
||||
// 屏幕位置:玩家稍低于中心,上方有更多视野
|
||||
var comp = composer.Composition;
|
||||
comp.ScreenPosition = new Vector2(0f, -0.15f);
|
||||
comp.DeadZone.Enabled = true;
|
||||
comp.DeadZone.Size = new Vector2(0.15f, 0.05f);
|
||||
composer.Composition = comp;
|
||||
|
||||
// 阻尼:X 轻度缓冲,Y = 0(由 CameraAsymmetricDampingExtension 接管非对称 Y 阻尼)
|
||||
composer.Damping = new Vector3(0.5f, 0f, 0f);
|
||||
|
||||
// Lookahead:水平引领预测开启,IgnoreY = true(平台游戏 Y 轴不预测,避免起跳时镜头猛拉)
|
||||
var lah = composer.Lookahead;
|
||||
lah.Enabled = true;
|
||||
lah.Time = 0.28f;
|
||||
lah.Smoothing = 5f;
|
||||
lah.IgnoreY = true;
|
||||
composer.Lookahead = lah;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user