public void Reset() //回到初始状态 { if (_CurCamCtrl != null) { _CurCamCtrl.OnDisable(); } _CurCamCtrl = null; // Current camera controller _LoginCamCtrl = new CLoginCamCtrl(); // Login camera controller _GameCamCtrl = new CPlayerFollowCam(); // Game camera controller _CGCamCtrl = null; // CG camera controller _NpcCamCtrl = new CNpcDialogueCam(); _DungeonCamCtrl = new CDungeonEndCam(); _UIExteriorCamCtrl = new CUIExteriorCam(); _NearCamCtrl = new CPlayerNearCam(); _BossCamCtrl = new CBossActionCam(); _SkillActCamCtrl = new CSKillActionCam(); }
//设置副本结算相机的参数 public void SetDungeonCamParam(Vector3 dest_pos, Vector3 dest_rot, float dest_fov) { _CurCamCtrl = _DungeonCamCtrl; _DungeonCamCtrl.Reset(); _DungeonCamCtrl.SetParam(dest_pos, dest_rot, dest_fov); }
public void SetCurCamCtrl(CAM_CTRL_MODE ctrlType, bool isReset, GameObject target = null, int type = 1, LuaFunction callback = null) { //if (_CurCamType == ctrlType) return; if (_CurCamCtrl != null) { _CurCamCtrl.OnDisable(); } switch (ctrlType) { case CAM_CTRL_MODE.INVALID: _CurCamCtrl = null; break; case CAM_CTRL_MODE.LOGIN: _CurCamCtrl = _LoginCamCtrl; break; case CAM_CTRL_MODE.GAME: _CurCamCtrl = _GameCamCtrl; _GameCamCtrl.ResetCameraMode(); break; case CAM_CTRL_MODE.CG: _CurCamCtrl = _CGCamCtrl; break; case CAM_CTRL_MODE.NPC: _CurCamCtrl = _NpcCamCtrl; _NpcCamCtrl.Reset(); _NpcCamCtrl.SetCameraLocation(target, type, callback); break; case CAM_CTRL_MODE.DUNGEON: _CurCamCtrl = _DungeonCamCtrl; _DungeonCamCtrl.Reset(); _DungeonCamCtrl.SetCameraLocation(target, type, callback); break; case CAM_CTRL_MODE.EXTERIOR: _CurCamCtrl = _UIExteriorCamCtrl; _UIExteriorCamCtrl.Reset(); _UIExteriorCamCtrl.SetCameraLocation(type, callback); break; case CAM_CTRL_MODE.NEAR: _CurCamCtrl = _NearCamCtrl; _NearCamCtrl.Reset(); _NearCamCtrl.SetCameraLocation(type, callback); break; case CAM_CTRL_MODE.BOSS: _CurCamCtrl = _BossCamCtrl; _BossCamCtrl.Reset(); _BossCamCtrl.Start(target); break; case CAM_CTRL_MODE.SKILLACT: _CurCamCtrl = _SkillActCamCtrl; _SkillActCamCtrl.Reset(); _SkillActCamCtrl.Start(target); break; case CAM_CTRL_MODE.SCENEDIALOG: _CurCamCtrl = _NpcDlgCamCtrl; _NpcDlgCamCtrl.Reset(); _NpcDlgCamCtrl.Start(); break; default: return; } _CurCamType = ctrlType; if (_CurCamCtrl != null && isReset) { _CurCamCtrl.Reset(); } }