Exemple #1
0
    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();
    }
Exemple #2
0
 //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);
 }
Exemple #3
0
    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();
        }
    }