271 lines
15 KiB
C#
271 lines
15 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Unity.Cinemachine;
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namespace BaseGames.Camera
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{
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/// <summary>
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/// 相机区域数据组件。一个房间场景内可放置任意数量的 CameraArea,
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/// 每个区域独立定义限位范围、可视边界、跟随参数与混合配置。
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///
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/// 运行时由 <see cref="CameraStateController"/> 管理:
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/// 每个区域均拥有专属的 <c>_dedicatedCamera</c>,进入该区域时激活其专属 VCam。
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/// <c>OverrideFollowBehaviour</c> 为真时,<see cref="CameraStateController"/> 会将本组件中的
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/// 跟随参数应用到专属 VCam;否则 VCam 保持 Inspector 中的默认值。
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/// </summary>
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public class CameraArea : MonoBehaviour
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{
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[Header("限位区域")]
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[Tooltip("定义相机移动边界的 BoxCollider(通常挂载在子节点 AreaBoundary 上)。\n" +
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"会被绑定到专属 VCam 的 CinemachineConfiner3D.BoundingVolume。")]
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[SerializeField] private BoxCollider _confinerCollider;
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[Header("可视区域(透视相机)")]
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[Tooltip("摄像机应显示的最大可视矩形(本地坐标,相对于此 GameObject 的 Transform 位置)。\n" +
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"Scene 视图中可直接拖拽四条边编辑,然后点击 Inspector 中的\n" +
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"「从可视区域更新限位区域(透视)」按钮将其换算为限位多边形。")]
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[SerializeField] private Rect _visibleBounds = new Rect(-12f, -6f, 24f, 12f);
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[HideInInspector]
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[SerializeField] private float _cameraDepth = 0f;
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[Header("镜头配置")]
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[Tooltip("相机镜头参数 SO,提供 FOV、相机深度等参数。\n" +
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"SO 中的 fieldOfView 发生变化时,编辑器会自动重新同步限位多边形。")]
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[SerializeField] private CameraLensConfigSO _lensConfig;
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// 编辑器通过它检测限位多边形是否需要重新同步(不展示在 Inspector 中)
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[HideInInspector]
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[SerializeField] private float _lastSyncFOV = 0f;
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// ── 跟随行为 ──────────────────────────────────────────────────────────
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[Header("跟随行为(专属 VCam 参数)")]
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[Tooltip("启用后,激活此区域时将以下参数应用到专属 VCam;\n" +
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"关闭则 VCam 保持 Inspector 中的默认参数不作任何覆写。")]
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[SerializeField] private bool _overrideFollowBehaviour = true;
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[Tooltip("玩家跟踪点在屏幕上的位置(0 = 中心,±0.5 = 边缘)。\n" +
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"推荐 (0, -0.1):玩家稍低于中心,上方有更多视野(对横版山洞类游戏第三视角推荐)。")]
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[SerializeField] private Vector2 _screenPosition = new Vector2(0f, -0.15f);
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[Tooltip("水平(X)/ 垂直(Y)跟随阻尼(秒)。越大越滞后。\n" +
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"推荐:X=0.5 Y=0.2(水平稍慢、垂直快速响应)。\n" +
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"同时挂载 CameraAsymmetricDampingExtension 时,Y 分量自动被清零,改由下方两个字段控制。")]
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[SerializeField] private Vector2 _damping = new Vector2(0.5f, 0.2f);
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[Tooltip("非对称 Y 阻尼 —— 相机向下(下落)时的 Y 轴阻尼(秒)。越小相机越快跟随,玩家能提前看到地面。")]
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[SerializeField] private float _dampingDown = 0.06f;
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[Tooltip("非对称 Y 阻尼 —— 相机向上(起跳)时的 Y 轴阻尼(秒)。越大越慢,保留地面视野不被立刻拉高。")]
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[SerializeField] private float _dampingUp = 0.65f;
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[Tooltip("死区范围(全屏 = 1)。玩家在死区内相机不移动,产生松散跟随感。\n" +
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"推荐:X=0.1 Y=0.05。")]
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[SerializeField] private Vector2 _deadZoneSize = new Vector2(0.15f, 0.05f);
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[Tooltip("引领预测时长(秒,0 = 不引领)。相机超前于玩家移动方向,令玩家更早看到前方地形。")]
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[Range(0f, 1f)]
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[SerializeField] private float _lookaheadTime = 0.28f;
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[Tooltip("引领算法平滑度(0~30)。越大越平滑但预测延迟更大。")]
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[Range(0f, 30f)]
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[SerializeField] private float _lookaheadSmoothing = 5f;
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[Header("下坠视野偏置(需配合 CameraFallBiasExtension)")]
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[Tooltip("禁用此区域的下坠视野偏置效果。\n"
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+ "在垂直高度较小的房间(短走廊 / 矬间)中建议开启,\n"
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+ "防止相机因偏置超出 Confiner 边界。")]
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[SerializeField] private bool _disableFallBias = false;
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// ── 方向感知水平偏置 ──────────────────────────────────────────────────
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[Header("方向感知偏置(需配合 CameraFacingBiasExtension)")]
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[Tooltip("是否覆盖此区域的方向感知水平偏置量。\n"
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+ "关闭时使用 CameraFacingBiasExtension 组件的默认值;\n"
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+ "开启后可将此区域的偏置设为 0(禁用)或更小值(如窄走廊)。")]
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[SerializeField] private bool _overrideFacingBias = false;
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[Tooltip("方向感知水平偏置量(世界单位)。\n"
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+ "0 = 禁用此区域的方向偏置(推荐用于宽度受限的走廊)。\n"
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+ "仅在 Override Facing Bias = true 时生效。")]
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[Min(0f)]
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[SerializeField] private float _facingBiasOverride = 0f;
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// ── 轴向约束 ──────────────────────────────────────────────────────────
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[Header("轴向约束")]
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[Tooltip("锁定相机 X 轴(垂直竖井:相机仅上下移动,X 固定在限位区域中心)。")]
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[SerializeField] private bool _lockHorizontal = false;
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[Tooltip("锁定相机 Y 轴(水平走廊:相机仅左右移动,Y 固定在限位区域中心)。")]
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[SerializeField] private bool _lockVertical = false;
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[Header("镜头尺寸(视野缩放)")]
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[Tooltip("进入此区域时的目标可视半高(世界单位,0 = 不覆盖)。\n" +
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"等价于正交相机的 OrthographicSize,透视相机下自动换算为 FOV。\n" +
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"适用于 Boss 战拉远或精密解谜区域拉近。")]
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[SerializeField] private float _lensSize = 0f;
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[Tooltip("镜头尺寸过渡时长(秒)。0 = 瞬间切换。")]
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[Min(0f)]
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[SerializeField] private float _lensSizeDuration = 0.5f;
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[Header("混合配置")]
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[SerializeField] private CameraBlendProfileSO _blendProfile;
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[Header("相机噪音(氛围震动)")]
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[Tooltip("此区域的相机噪音配置(Noise Settings 资产)。\n"
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+ "洞穴、水下、机械区等需要氛围震动时使用;留空则禁用噪音(AmplitudeGain = 0)。\n"
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+ "专属 VCam 已包含 CinemachineBasicMultiChannelPerlin 组件(使用工具创建时自动附加)。")]
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[SerializeField] private NoiseSettings _noiseProfile;
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[Tooltip("噪音振幅增益(0 = 无震动,推荐 0.2 ~ 0.8)。")]
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[Min(0f)]
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[SerializeField] private float _noiseAmplitude = 0.5f;
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[Tooltip("噪音频率增益(倍率;1 = 资产原始频率,越大震动越快)。")]
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[Min(0.01f)]
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[SerializeField] private float _noiseFrequency = 1f;
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[Header("虚拟相机")]
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[Tooltip("此区域的专属 CinemachineCamera。\n" +
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"每个区域均应配置自己的专属 VCam,可通过编辑器工具(Camera Area Setup)一键创建。")]
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[SerializeField] private CinemachineCamera _dedicatedCamera;
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[Tooltip("专属 VCam 激活时使用的优先级,默认 20。")]
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[SerializeField] private int _dedicatedPriority = 20;
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// ── 公开属性 ──────────────────────────────────────────────────────────
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public BoxCollider ConfinerCollider => _confinerCollider;
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public CameraLensConfigSO LensConfig => _lensConfig;
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public float LastSyncFOV => _lastSyncFOV;
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public CameraBlendProfileSO BlendProfile => _blendProfile;
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/// <summary>世界坐标可视区域(本地 _visibleBounds + transform.position)。</summary>
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public Rect VisibleBounds => new Rect(
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_visibleBounds.x + transform.position.x,
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_visibleBounds.y + transform.position.y,
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_visibleBounds.width, _visibleBounds.height);
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public bool HasDedicated => _dedicatedCamera != null;
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public CinemachineCamera DedicatedCamera => _dedicatedCamera;
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public int DedicatedPriority => _dedicatedPriority;
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public bool OverrideFollowBehaviour => _overrideFollowBehaviour;
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public Vector2 ScreenPosition => _screenPosition;
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public Vector2 Damping => _damping;
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public Vector2 DeadZoneSize => _deadZoneSize;
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public float LookaheadTime => _lookaheadTime;
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public float LookaheadSmoothing => _lookaheadSmoothing;
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public bool DisableFallBias => _disableFallBias;
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public bool OverrideFacingBias => _overrideFacingBias;
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public float FacingBiasOverride => _facingBiasOverride;
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public bool LockHorizontal => _lockHorizontal;
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public bool LockVertical => _lockVertical;
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public float DampingDown => _dampingDown;
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public float DampingUp => _dampingUp;
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public float LensSize => _lensSize;
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public float LensSizeDuration => _lensSizeDuration;
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public NoiseSettings NoiseProfile => _noiseProfile;
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public float NoiseAmplitude => _noiseAmplitude;
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public float NoiseFrequency => _noiseFrequency;
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/// <summary>
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/// 摄像机到场景平面的有效深度(用于透视视口换算)。
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/// 来源:区域专有 _cameraDepth(>0 时) → LensConfig SO。
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/// 未绑定 SO 时返回 0,限位同步工具会在 Inspector 中给出警告。
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/// </summary>
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public float CameraDepth
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{
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get
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{
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if (_cameraDepth > 0f) return _cameraDepth;
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return _lensConfig != null ? _lensConfig.cameraDepth : 0f;
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}
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}
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// ── 静态注册表 ────────────────────────────────────────────────────────
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private static readonly List<CameraArea> s_All = new();
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void ResetStaticState() => s_All.Clear();
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/// <summary>
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/// 从所有已激活的 <see cref="CameraArea"/> 中找出距 <paramref name="worldPos"/> 最近的一个。
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/// 仅考虑拥有专属 VCam 的区域;无可用区域时返回 <c>null</c>。
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/// 距离以各区域 <c>transform.position</c> 为参考点。
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/// </summary>
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public static CameraArea FindNearest(Vector3 worldPos)
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{
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CameraArea best = null;
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float bestSqDist = float.MaxValue;
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foreach (var area in s_All)
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{
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if (area == null || !area.HasDedicated) continue;
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float d = (area.transform.position - worldPos).sqrMagnitude;
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if (d < bestSqDist) { bestSqDist = d; best = area; }
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}
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return best;
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}
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// ── Lifecycle ────────────────────────────────────────────────────────
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private void Awake()
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{
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// 确保专属 VCam 启动时 Priority=0,无论 Inspector 保存了什么值。
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// CameraStateController.ActivateDedicated 会在进入区域时将其提升到 DedicatedPriority。
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if (_dedicatedCamera != null)
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_dedicatedCamera.Priority = 0;
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}
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private void OnEnable()
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{
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if (Application.isPlaying && !s_All.Contains(this))
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s_All.Add(this);
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}
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private void OnDisable()
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{
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s_All.Remove(this);
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}
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// ── Gizmo ────────────────────────────────────────────────────────────
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private void OnDrawGizmosSelected()
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{
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// 黄色:可视区域(本地坐标 + transform.position = 世界坐标)
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Vector3 center = new Vector3(
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_visibleBounds.center.x + transform.position.x,
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_visibleBounds.center.y + transform.position.y, 0f);
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Vector3 size = new Vector3(_visibleBounds.width, _visibleBounds.height, 0.01f);
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Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.10f);
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Gizmos.DrawCube(center, size);
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Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.90f);
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Gizmos.DrawWireCube(center, size);
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// 青色:轴向锁定指示
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if ((_lockHorizontal || _lockVertical) && _confinerCollider != null)
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{
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Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.9f);
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var bounds = _confinerCollider.bounds;
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if (_lockHorizontal)
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Gizmos.DrawLine(
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new Vector3(bounds.center.x, bounds.min.y, 0f),
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new Vector3(bounds.center.x, bounds.max.y, 0f));
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if (_lockVertical)
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Gizmos.DrawLine(
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new Vector3(bounds.min.x, bounds.center.y, 0f),
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new Vector3(bounds.max.x, bounds.center.y, 0f));
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}
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// 青绿:专有 VCam 指示线
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if (_dedicatedCamera != null)
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{
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Gizmos.color = new Color(0.2f, 1f, 0.8f, 0.8f);
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Gizmos.DrawLine(transform.position,
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_dedicatedCamera.transform.position);
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}
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}
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}
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}
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