Files
zeling_v2/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs
T
2026-05-19 11:50:21 +08:00

52 lines
2.6 KiB
C#

using UnityEngine;
using Unity.Cinemachine;
namespace BaseGames.Camera
{
/// <summary>
/// Cinemachine 扩展:在 Body 阶段之后硬锁定相机某一轴向。
///
/// 用途:
/// - <see cref="LockX"/> = true → 垂直竖井 / 电梯:相机仅上下移动,X 固定于限位区域中心。
/// - <see cref="LockY"/> = true → 水平走廊:相机仅左右移动,Y 固定于限位区域中心。
///
/// 由 <see cref="CameraStateController"/> 在切换区域时自动写入 <see cref="LockedX"/> /
/// <see cref="LockedY"/>(从 ConfinerCollider.bounds.center 取值)并切换锁定开关。
/// </summary>
[AddComponentMenu("Cinemachine/Extensions/Camera Axis Lock")]
[DisallowMultipleComponent]
public class CameraAxisLockExtension : CinemachineExtension
{
/// <summary>锁定 X 轴(垂直竖井)。</summary>
[HideInInspector] public bool LockX = false;
/// <summary>锁定 Y 轴(水平走廊)。</summary>
[HideInInspector] public bool LockY = false;
/// <summary>X 轴锁定到的世界坐标(由 CameraStateController 写入)。</summary>
[HideInInspector] public float LockedX = 0f;
/// <summary>Y 轴锁定到的世界坐标(由 CameraStateController 写入)。</summary>
[HideInInspector] public float LockedY = 0f;
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage,
ref CameraState state,
float deltaTime)
{
if (stage != CinemachineCore.Stage.Body) return;
// 通过覆写 PositionCorrection 而非 RawPosition 来锁定轴向。
// 最终相机位置 = RawPosition + PositionCorrection。
// 只修改 PositionCorrection 可确保:
// - 锁定轴:final = RawPos + (LockedVal - RawPos) = LockedVal,无论 Confiner 之前写入了什么修正量
// - 非锁定轴:保留 CinemachineConfiner3D 已计算好的 PositionCorrection,限位正常生效
// 若改为修改 RawPosition,在 Confiner 之后运行时会导致
// final = LockedVal + ConfinementCorrection ≠ LockedVal,使 Confiner 修正量错误叠加。
var rawPos = state.RawPosition;
var correction = state.PositionCorrection;
if (LockX) correction.x = LockedX - rawPos.x;
if (LockY) correction.y = LockedY - rawPos.y;
state.PositionCorrection = correction;
}
}
}