示例#1
0
        public void SwitchCameraToSpawnState(NodeAddedEvent evt, SelfTankReadyForCameraNode tank, [JoinByUser] SingleNode <UserUidComponent> userUidNode, [Context, JoinAll] ESMNode camera, [JoinAll] Optional <SingleNode <FollowCameraComponent> > followCameraOptional)
        {
            TransitionCameraComponent transitionCamera = camera.transitionCamera;

            transitionCamera.CameraSaveData = CameraSaveData.CreateFollowData(userUidNode.component.Uid, camera.bezierPosition.BezierPosition.GetBaseRatio(), camera.bezierPosition.BezierPosition.GetRatioOffset());
            transitionCamera.Spawn          = true;
            camera.cameraESM.Esm.ChangeState <CameraStates.CameraTransitionState>();
        }
示例#2
0
        public void SwitchCameraToSpawnState(NodeAddedEvent evt, SingleNode <FollowedTankReadyToCameraComponent> tank, [JoinByUser] SingleNode <UserUidComponent> userUidNode, [JoinAll] MouseOrbitESMNode camera)
        {
            TransitionCameraComponent transitionCamera = camera.transitionCamera;

            transitionCamera.CameraSaveData = CameraSaveData.CreateMouseOrbitData(userUidNode.component.Uid, camera.mouseOrbitCamera.distance, camera.mouseOrbitCamera.targetRotation);
            transitionCamera.Spawn          = true;
            camera.cameraESM.Esm.ChangeState <CameraStates.CameraTransitionState>();
        }
示例#3
0
        private void InitFollowCamera(TransitionCameraNode cameraNode, WeaponNode weapon, TankNode tank, float flyTimeSec, float flyHeight)
        {
            TransitionCameraComponent transitionCamera = cameraNode.transitionCamera;
            Transform      target         = weapon.cameraTarget.TargetObject.transform;
            BezierPosition bezierPosition = cameraNode.bezierPosition.BezierPosition;
            CameraOffsetConfigComponent cameraOffsetConfig = cameraNode.cameraOffsetConfig;
            Vector3    cameraOffset = new Vector3(cameraOffsetConfig.XOffset, cameraOffsetConfig.YOffset, cameraOffsetConfig.ZOffset);
            CameraData cameraData   = new CameraData();
            Vector3    position     = CameraPositionCalculator.CalculateCameraPosition(target, tank.baseRenderer, tank.tankColliders.BoundsCollider.bounds.center, bezierPosition, cameraData, cameraOffset, 0f);
            Vector3    zero         = Vector3.zero;

            zero.x = -CameraPositionCalculator.GetPitchAngle(cameraData, bezierPosition) * 57.29578f;
            zero.y = target.transform.rotation.eulerAngles.y;
            InitCamera(cameraNode, position, zero, flyTimeSec, flyHeight);
        }
示例#4
0
        private static void UpdateCamera(float dt, TransitionCameraNode cameraNode)
        {
            TransitionCameraComponent    transitionCamera    = cameraNode.transitionCamera;
            CameraTransformDataComponent cameraTransformData = cameraNode.cameraTransformData;

            if (transitionCamera.TotalDistance == 0f)
            {
                transitionCamera.TransitionComplete = true;
            }
            else if (transitionCamera.Speed < 0f)
            {
                transitionCamera.TransitionComplete = true;
            }
            else
            {
                if ((transitionCamera.Distance > (0.5f * transitionCamera.TotalDistance)) && (transitionCamera.Acceleration > 0f))
                {
                    transitionCamera.Acceleration = -transitionCamera.Acceleration;
                    transitionCamera.AngleValuesX.ReverseAcceleration();
                    transitionCamera.AngleValuesY.ReverseAcceleration();
                }
                float num = transitionCamera.Acceleration * dt;
                transitionCamera.Distance += (transitionCamera.Speed + (0.5f * num)) * dt;
                transitionCamera.Speed    += num;
                if (transitionCamera.Distance > transitionCamera.TotalDistance)
                {
                    transitionCamera.Distance = transitionCamera.TotalDistance;
                }
                TransformData data2 = new TransformData {
                    Position = Bezier.PointOnCurve(transitionCamera.Distance / transitionCamera.TotalDistance, transitionCamera.P1, transitionCamera.P2, transitionCamera.P3, transitionCamera.P4),
                    Rotation = Quaternion.Euler(cameraTransformData.Data.Rotation.eulerAngles + new Vector3(transitionCamera.AngleValuesX.Update(dt), transitionCamera.AngleValuesY.Update(dt), 0f))
                };
                cameraTransformData.Data = data2;
                if (Mathf.Abs((float)(transitionCamera.Distance - transitionCamera.TotalDistance)) < 0.01f)
                {
                    transitionCamera.TransitionComplete = true;
                }
            }
        }
示例#5
0
        private static void InitCamera(TransitionCameraNode transitionCameraNode, Vector3 position, Vector3 angles, float flyTimeSec, float flyHeight)
        {
            TransitionCameraComponent    transitionCamera    = transitionCameraNode.transitionCamera;
            CameraTransformDataComponent cameraTransformData = transitionCameraNode.cameraTransformData;

            transitionCamera.P1 = cameraTransformData.Data.Position;
            transitionCamera.P2 = transitionCamera.P1;
            transitionCamera.P4 = position;
            transitionCamera.P3 = transitionCamera.P4;
            float y = ((transitionCamera.P1.y <= transitionCamera.P4.y) ? transitionCamera.P4.y : transitionCamera.P1.y) + flyHeight;

            transitionCamera.P2 = new Vector3(transitionCamera.P2.x, y, transitionCamera.P2.z);
            transitionCamera.P3 = new Vector3(transitionCamera.P3.x, y, transitionCamera.P3.z);
            float   accelerationCoeff = 4f / (flyTimeSec * flyTimeSec);
            Vector3 eulerAngles       = cameraTransformData.Data.Rotation.eulerAngles;

            transitionCamera.AngleValuesX = new AngleValues(eulerAngles.x, angles.x, accelerationCoeff);
            transitionCamera.AngleValuesY = new AngleValues(eulerAngles.y, angles.y, accelerationCoeff);
            Vector3 vector10 = transitionCamera.P4 - transitionCamera.P1;

            transitionCamera.TotalDistance = vector10.magnitude;
            transitionCamera.Acceleration  = transitionCamera.TotalDistance * accelerationCoeff;
        }