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/************************************************************
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Copyright (C), 2007-2017,BJ Rainier Tech. Co., Ltd.
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FileName: FirstViewControl.cs
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Author:汪海波 Version :1.0 Date:
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Description:
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************************************************************/
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using UnityEngine;
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using System.Collections;
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using System;
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using DG.Tweening;
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public class FirstViewControl : MonoBehaviour
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{
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public enum FirstViewControlState
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{
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noUse,//不使用
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playerControl,//第一人称控制
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playerAnim,//第一人动画
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}
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public Transform characterTrans, camTrans;
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/// <summary> /// 单例公开属性 /// </summary>
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public static FirstViewControl instance { set { } get { return _instance; } }
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private static FirstViewControl _instance;
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void Awake()
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{
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_instance = this;
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}
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void Start()
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{
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if (characterTrans == null)
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characterTrans = this.gameObject.transform;
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if (camTrans == null)
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camTrans = this.gameObject.transform.Find("Main Camera").transform;
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IniQuaternion();
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}
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// Update is called once per frame
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void Update()
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{
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JueSeKongZhi();
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}
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public FirstViewControlState playerState = FirstViewControlState.playerControl;
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[HideInInspector]
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public bool isCanSimpleMove = true, isCanRotate = true, isCanUpDown = true, isCanScrollView = true;
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[HideInInspector]
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public bool isTextInput;
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void JueSeKongZhi()
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{
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if (playerState == FirstViewControlState.playerControl)
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{
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if (isCanSimpleMove && !isTextInput)
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SimpleMove();
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if (isCanRotate)
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RotateCamera();
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if (isCanUpDown)
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CamUpDown();
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if (isCanScrollView)
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CamViewScale();
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}
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}
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#region 人物移动
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[Header("人物移动")]
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Vector3 movedir;
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public float moveSpeed = 0.1f;
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[Header("是否添加重力效果")]
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public bool Isvelocity = false;
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/// <summary>
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/// 人物移动
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/// </summary>
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public void SimpleMove()
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{
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float h = Input.GetAxis("Horizontal");
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float v = Input.GetAxis("Vertical");
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if (h != 0 || v != 0)
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{
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float va = camTrans.gameObject.GetComponent<Camera>().fieldOfView;
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movedir = transform.TransformDirection(new Vector3(h, 0, v).normalized * moveSpeed * va * Time.deltaTime);
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characterTrans.GetComponent<CharacterController>().Move(movedir);
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if (Isvelocity)
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{
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//有重力的效果
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var velocity = GetComponent<CharacterController>().velocity;
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var currentMovementOffset = velocity * Time.deltaTime;
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var pushDownOffset = Mathf.Max(GetComponent<CharacterController>().stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
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currentMovementOffset = (-1) * pushDownOffset * Vector3.up;
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characterTrans.GetComponent<CharacterController>().Move(currentMovementOffset);
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}
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}
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}
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#endregion
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#region 相机旋转
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[Header("相机旋转")]
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private float XSensitivity = 3f;
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private float YSensitivity = 3f;
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private Quaternion m_CharacterTargetRot;
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private Quaternion m_CameraTargetRot;
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private bool clampVerticalRotation = true;
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private bool smooth = true;
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private float smoothTime = 5f;
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public void IniQuaternion()
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{
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m_CharacterTargetRot = characterTrans.localRotation;
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m_CameraTargetRot = camTrans.localRotation;
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}
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/// <summary>
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/// 相机旋转
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/// </summary>
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public void RotateCamera()
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{
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if (Input.GetMouseButton(0))
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{
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float yRot = Input.GetAxis("Mouse X") * XSensitivity;
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float xRot = Input.GetAxis("Mouse Y") * YSensitivity;
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m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
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m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
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if (clampVerticalRotation)
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m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
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if (smooth)
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{
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characterTrans.localRotation = Quaternion.Slerp(characterTrans.localRotation, m_CharacterTargetRot,
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smoothTime * Time.deltaTime);
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camTrans.localRotation = Quaternion.Slerp(camTrans.localRotation, m_CameraTargetRot,
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smoothTime * Time.deltaTime);
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}
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else
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{
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characterTrans.localRotation = m_CharacterTargetRot;
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camTrans.localRotation = m_CameraTargetRot;
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}
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}
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if (Input.GetMouseButtonUp(0))
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{
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if (smooth)
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{
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m_CharacterTargetRot = characterTrans.localRotation;
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m_CameraTargetRot = camTrans.localRotation;
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}
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}
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}
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private float MinimumX = -60F;
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private float MaximumX = 60F;
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Quaternion ClampRotationAroundXAxis(Quaternion q)
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{
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q.x /= q.w;
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q.y /= q.w;
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q.z /= q.w;
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q.w = 1.0f;
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float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
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angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
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q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
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return q;
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}
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#endregion
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#region 相机上下移动
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[Header("相机上下移动")]
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private int dirNum = 0;//判断中建按下停止不动时 是向下还是向上移动
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private float camUpDownSpeed = 0.8f;//相机上下速度
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private float shangXia;
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public float camHeightMax = 0.5f;//相机最高高度
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public float camHeightMin = -0.5f;//相机最低高度
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/// <summary>
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/// 相机上下移动
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/// </summary>
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public void CamUpDown()
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{
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if (Input.GetMouseButton(2))//?м?????
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{
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shangXia = shangXia + 0.5f * Input.GetAxis("Mouse Y");
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shangXia = Mathf.Clamp(shangXia, -5.3f, 5.3f);
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camTrans.localPosition = new Vector3(camTrans.localPosition.x, Mathf.Clamp(camTrans.localPosition.y, camHeightMin, camHeightMax), camTrans.localPosition.z);
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camTrans.Translate(0, shangXia * 0.01f, 0,Space.World);
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}
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else if (Input.GetMouseButtonUp(2))
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{
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shangXia = 0;
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}
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}
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#endregion
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#region 相机view值变化
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//[Header("相机视角值变化")]
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private float camViewSpeed = -50;//相机view变化速度
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public void CamViewScale()
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{
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float h = Input.GetAxis("Mouse ScrollWheel");
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if (h != 0)
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{
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float value = Mathf.Clamp(camTrans.GetComponent<Camera>().fieldOfView + camViewSpeed * h, 20, 60);
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DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, value, 0.2f).SetEase(Ease.Linear);
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camUpDownSpeed = (camTrans.GetComponent<Camera>().fieldOfView - 20) * 0.7f / 40 + 0.05f;
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}
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}
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#endregion
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//摄像机动画
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public void MoveToDestination(Vector3 pos, Vector3 ros, Vector3 cameraRos, float hight, float delay, float time, float View = 60)
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{
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playerState = FirstViewControlState.playerAnim;
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if (camTrans.GetComponent<Camera>().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent<Camera>().fieldOfView - View) > 5)
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{
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DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, 60, 1f).SetDelay(delay).SetEase(Ease.InOutQuad);
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delay += 1;
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}
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characterTrans.DOLocalMove(pos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
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characterTrans.DOLocalRotate(ros, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
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camTrans.GetComponent<Camera>().transform.DOLocalRotate(cameraRos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
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camTrans.transform.DOLocalMoveY(hight, time).SetDelay(delay).SetEase(Ease.InOutQuad);
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DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, View, time).SetRelative(false).SetDelay(delay).SetEase(Ease.Linear).OnComplete(() =>
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{
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if (smooth)
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IniQuaternion();
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playerState = FirstViewControlState.playerControl;
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});
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}
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public Tweener MoveToDestination(Vector3 playerPos, Vector3 playerRot, Vector3 camPos, Vector3 _camRot, float time, float detime, float fieldvalue)
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{
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playerState = FirstViewControlState.playerAnim;
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//CommandManager.instance.ExecuteCommand(this, false, "playermove", playerPos, playerRot, camPos, _camRot, time, detime, fieldvalue);
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if (camTrans.GetComponent<Camera>().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent<Camera>().fieldOfView - fieldvalue) > 5)
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{
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DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, 60, 1f).SetDelay(detime).SetEase(Ease.InOutQuad);
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detime += 1;
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}
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Tweener t = default(Tweener);
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this.transform.DOLocalMove(playerPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
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this.transform.DOLocalRotate(playerRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
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Camera.main.transform.DOLocalMove(camPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
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t = Camera.main.transform.DOLocalRotate(_camRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
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Tweener tt = DOTween.To(() => Camera.main.fieldOfView, x => Camera.main.fieldOfView = x, fieldvalue, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
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if (smooth)
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{
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t.OnComplete(() =>
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IniQuaternion());
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playerState = FirstViewControlState.playerControl;
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}
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return tt;
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}
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public void StopMoveToDestination()
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{
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//停止摄像机动画,重置参数
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}
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}
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