void Awake() { instance = this; Cache(); //美术测试模式下自动设置跟随者和镜头 #if ART_DEBUG //跟随者 if (m_prefab != null && m_ca != null) { //if (UnityEditor.PrefabUtility.GetPrefabType(m_prefab) == UnityEditor.PrefabType.Prefab) if (m_prefab.transform.parent == null && GameObject.Find(m_prefab.name) == null)//如果是预制体,那么创建 { m_prefab = (GameObject)Object.Instantiate(m_prefab); } Transform t = m_prefab.transform; SetFollow(t); } else { Debuger.LogError("CameraMgr;相机找不到跟随对象,是否给相机设置跟随对象"); } //设置初始镜头 GameObject go = GameObject.Find("CameraTriggerManage"); if (go == null) //没有场景相机触发管理器就用 { if (m_ca != null) { SetFollowPos(PosUtil.CaleByCamera(m_ca)); } Set(m_curCameraInfo); } else { CameraTriggerMgr mgr = go.GetComponent <CameraTriggerMgr>(); if (m_ca != null) { SetFollowPos(mgr.CurGroup.m_bornPos); } mgr.CurGroup.SetGroupActive(true); } #endif }