private void UpdateOBFocusPos(GodEyeStateParam GodEyeParam) { GodEyeParam.pos = new Vector3(GodEyeParam.pos.x, 5, GodEyeParam.pos.z); if (camCtrl.GetCameraMode() != CameraMode.OBMoveFree) { CameraOBMoveFreeHandler(true, GodEyeParam); return; } ((OBMoveFreeModeController)camCtrl).UpdateFocusPos(GodEyeParam); }
public void UpdateGodEyePos(GodEyeStateParam param) { if (isOBState) { UpdateOBFocusPos(param); return; } if (!isSurvivalMode) { UpdateGodEye(param); } }
public void SwitchOBSoliderTarget(U3D_Render.EntityView newSoldier) { if (newSoldier != null) { this.soldier = newSoldier; } if (cameraMode == CameraMode.OBMoveFree) { GodEyeStateParam godEyeParam = new GodEyeStateParam(this.soldier.gameObject.transform.position, CurrentCamera.transform.eulerAngles, new Vector3(0, 0, -1), Vector3.zero, 15, 60); ((OBMoveFreeModeController)camCtrl).UpdateFocusPos(godEyeParam); ((OBMoveFreeModeController)camCtrl).UpdateCamera(); } }
private void UpdateGodEye(GodEyeStateParam param) { if (cameraMode != CameraMode.MapGodControl && cameraMode != CameraMode.DeadControl) { EnableMode(CameraMode.MapGodControl, true, param); } else { if (camCtrl.GetCameraMode() == CameraMode.MapGodControl) { ((MapGodCameraModeController)camCtrl).ChangeGodEyePos(param.pos); } else if (camCtrl.GetCameraMode() == CameraMode.DeadControl) { ((DeadCameraModeController)camCtrl).SwitchGodEyePos(param.pos); } } }
//进入上帝之眼EnterGodEyeMode(pos,angle,new Vector3(0,0,-1),new Vector3(0,0,0),20.0f,60.0f); private void CameraMapGodEyeHandler(bool enabled, CameraStateParam obj) { if (enabled) { if (obj == null) { EnterMapGodEyeMode(); } else { GodEyeStateParam param = obj as GodEyeStateParam; EnterMapGodEyeMode(param.pos, param.angle, param.dir, param.tran, param.distance, param.fov, param.isMiniMap); } } else { LeaveGodEyeMode(); } }