public override void OnInspectorGUI() { SceneCameraParams_New cameraParams = (SceneCameraParams_New)target; targetSelf = cameraParams; EditorGUILayout.LabelField("左下角度_0"); cameraParams.maxAngleX_0 = EditorGUILayout.FloatField("maxAngleX_0", cameraParams.maxAngleX_0); cameraParams.minAngleY_0 = EditorGUILayout.FloatField("minAngleY_0", cameraParams.minAngleY_0); EditorGUILayout.LabelField("右上角度_0"); cameraParams.minAngleX_0 = EditorGUILayout.FloatField("minAngleX_0", cameraParams.minAngleX_0); cameraParams.maxAngleY_0 = EditorGUILayout.FloatField("maxAngleY_0", cameraParams.maxAngleY_0); EditorGUILayout.Space(); EditorGUILayout.LabelField("--------------"); EditorGUILayout.LabelField("左下角度_1"); cameraParams.maxAngleX_1 = EditorGUILayout.FloatField("maxAngleX_1", cameraParams.maxAngleX_1); cameraParams.minAngleY_1 = EditorGUILayout.FloatField("minAngleY_1", cameraParams.minAngleY_1); EditorGUILayout.LabelField("右上角度_1"); cameraParams.minAngleX_1 = EditorGUILayout.FloatField("minAngleX_1", cameraParams.minAngleX_1); cameraParams.maxAngleY_1 = EditorGUILayout.FloatField("maxAngleY_1", cameraParams.maxAngleY_1); EditorGUILayout.LabelField("Z轴"); cameraParams.ZNear = EditorGUILayout.FloatField("ZNear", cameraParams.ZNear); }
public GameSceneOtherCamera(SceneCameraPoint cameraPoint, GameObject boxPointObj) { this.m_sceneCameraPoint = cameraPoint; this.m_cameraPointTrans = cameraPoint.m_cameraObj.transform; this.m_boxPointObj = boxPointObj; this.m_cameraName = boxPointObj.name; this.m_boxPointCollider = this.m_boxPointObj.GetComponent <BoxCollider>(); this.m_cameraParams = this.m_cameraPointTrans.GetComponent <SceneCameraParams_New>(); }
protected bool InitSceneEdge() { sceneCameraParams = sceneCameraParams ?? GameSceneCamera.GetComponent <SceneCameraParams_New>(); if (sceneCameraParams && this.m_needResetCamera) { this.m_needResetCamera = false; //sceneCameraParams = GameSceneCamera.GetComponent<SceneCameraParams>(); //this.transform.LookAt(sceneCameraParams.SceneCenterTransform); this.m_targetEulerAngle = transform.rotation.eulerAngles; return(true); } return(false); }
public GameSceneCameraSystem(GameButton btnback) { this.m_mainCameraTran = Camera.main.transform; this.m_mainCamera = this.m_mainCameraTran.GetComponent <GameCameraNew>(); this.m_mainCameraParam = this.m_mainCameraTran.GetComponent <SceneCameraParams_New>(); this.m_origPosition = this.m_mainCameraTran.position; this.m_origRotate = this.m_mainCameraTran.eulerAngles; this.m_btnBack = btnback; GameEvents.SceneEvents.OnClickQuitScene += OnClickQuitScene; this.m_mainCamera.backAction = FingerBackScene; LoadCameraPoint(); this.m_currentCamera = "MainCamera"; GameEvents.SceneEvents.EntityInCurrentCamera = EntityInCurrentCamera; EngineCoreEvents.InputEvent.OnOneFingerTouchup += OnTouchScreen; }
public static void SetValueToRightUp_1() { GameObject selectObj = Selection.activeGameObject; if (selectObj == null) { UnityEditor.EditorUtility.DisplayDialog("Title", "先选择对象", "是"); return; } GameObject cameraObj = GameObject.FindGameObjectWithTag("MainCamera"); SceneCameraParams_New cameraParams = cameraObj.GetComponent <SceneCameraParams_New>(); if (cameraParams == null) { cameraParams = cameraObj.AddComponent <SceneCameraParams_New>(); } cameraParams.minAngleX_1 = selectObj.transform.localEulerAngles.x; cameraParams.maxAngleY_1 = selectObj.transform.localEulerAngles.y; }
public void SetSceneCameraParam(SceneCameraParams_New cameraParams) { this.sceneCameraParams = cameraParams; }