using UnityEngine; using Unity.Cinemachine; namespace BaseGames.Camera { /// /// 单房间虚拟相机。激活时提升优先级,停用时降为 0。 /// 挂载在每个房间的 CinemachineCamera GameObject 上。 /// [RequireComponent(typeof(CinemachineCamera))] public class RoomCamera : MonoBehaviour { [Header("房间设置")] [SerializeField] private RoomVisibleArea _visibleArea; [SerializeField] private Vector2 _cameraOffset = Vector2.zero; [SerializeField] private CameraBlendProfileSO _blendProfile; [SerializeField] private int _activePriority = 15; [Header("可视区域(透视相机)")] [Tooltip("摄像机应显示的最大可视矩形(世界坐标)。\n" + "在 Scene 视图中可直接拖拽四条边编辑,然后点击 Inspector 中的\n" + "「从可视区域更新限位区域」按钮将其换算为 CinemachineConfiner2D 所需的限位多边形。")] [SerializeField] private Rect _visibleBounds = new Rect(-12f, -6f, 24f, 12f); [Tooltip("摄像机到场景平面(Z = 0)的垂直距离,用于透视视口尺寸计算。\n" + "留 0 时自动取 transform.position.z 的绝对值(推荐)。")] [SerializeField] private float _cameraDepth = 0f; private CinemachineCamera _vcam; private void Awake() => _vcam = GetComponent(); private void OnEnable() => _vcam.Priority = _activePriority; private void OnDisable() => _vcam.Priority = 0; public PolygonCollider2D ConfinerCollider => _visibleArea?.Collider; public Vector2 CameraOffset => _cameraOffset; public CameraBlendProfileSO BlendProfile => _blendProfile; public Rect VisibleBounds => _visibleBounds; /// /// 摄像机到场景平面的有效深度。 /// _cameraDepth > 0 时使用配置值,否则自动读取 |transform.position.z|,再兜底 10。 /// public float CameraDepth { get { if (_cameraDepth > 0f) return _cameraDepth; float z = Mathf.Abs(transform.position.z); return z > 0.01f ? z : 10f; } } /// 在 CameraStateController 管理的激活流程中调用。 public void Activate() => gameObject.SetActive(true); public void Deactivate() => gameObject.SetActive(false); // ── Gizmo ────────────────────────────────────────────────────────────── private void OnDrawGizmosSelected() { // 黄色:可视区域(设计意图——玩家在此房间内的最大可见范围) Vector3 center = new Vector3(_visibleBounds.center.x, _visibleBounds.center.y, 0f); Vector3 size = new Vector3(_visibleBounds.width, _visibleBounds.height, 0.01f); Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.10f); Gizmos.DrawCube(center, size); Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.90f); Gizmos.DrawWireCube(center, size); } } }