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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 专门用来渲染character的相机,用来做特效
[RequireComponent(typeof(Camera))]
public class UnitCamera : SingletonMB<UnitCamera>
{
PCController pc { get { return UnitManager.Instance.pc; } }
Camera m_Camera;
private void OnEnable()
{
m_Camera = GetComponent<Camera>();
m_Camera.enabled = false;
}
// 手动渲染
public void Render()
{
m_Camera.Render();
}
// 这里要用OnPreCull,不能是OnPreRender,因为设置了可见性,OnPreRender是在可见性剔除之后
void OnPreCull()
{
if (pc == null)
return;
if (pc.unitImageEffect == null || pc.unitImageEffect.effects.Count == 0)
return;
if (m_Camera == null)
return;
Vector3 pos = transform.position;
transform.position = new Vector3(pc.center.x, pc.center.y, pos.z);
float dz = Mathf.Abs(pos.z - pc.center.z);
float fov = 2 * Mathf.Atan2(pc.unitDetail.snapshotBound / 2, dz) * Mathf.Rad2Deg;
m_Camera.fieldOfView = fov;
// 开启unit的渲染
pc.unitRender.SetVisibilityInAllCameras(true);
}
void OnPostRender()
{
if (pc.unitImageEffect == null || pc.unitImageEffect.effects.Count == 0)
return;
pc.unitRender.SetVisibilityInAllCameras(false);
}
}
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