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Cielonos/Assets/Scripts/MainGame/Characters/Player/View/LockTargetSubmodule.cs

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using System;
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using System.Collections.Generic;
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using DG.Tweening;
using SickscoreGames.HUDNavigationSystem;
using UniRx;
using UnityEngine;
using UnityEngine.UI;
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using SLSUtilities.General;
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using Unity.Cinemachine;
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using Ease = DG.Tweening.Ease;
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using Cielonos.MainGame.Effects.Feedback;
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namespace Cielonos.MainGame.Characters
{
public partial class LockTargetSubmodule : SubmoduleBase<PlayerViewSubcontroller>
{
private Player player => owner.player;
private PlayerViewSubcontroller viewSc => owner;
private PlayerInputSubcontroller inputSc => player.inputSc;
private HUDNavigationSystem navigationSystem => HUDNavigationSystem.Instance;
private HUDNavigationCanvas navigationCanvas => HUDNavigationCanvas.Instance;
/// <summary>
/// 通常ACT类武器锁定目标时自动旋转摄像机即使用LockTargetCamera
/// TPS类远程武器不自动旋转仅在目标上显示锁定标记不切换摄像机
/// </summary>
public bool isAutoRotate;
/// <summary>
/// 是否正在锁定目标
/// </summary>
public bool isLocking;
/// <summary>
/// 是否正在使用锁定目标摄像机
/// </summary>
public bool isUsingLockTargetCamera => isLocking && isAutoRotate;
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public bool isDuringCameraSwitch;
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private const float CameraSwitchCooldown = 0.5f;
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public Enemy lockTarget;
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private float lastTargetSwitchTime;
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private const float TargetSwitchCooldown = 0.5f;
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public Transform targetPoint;
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// 用于存储独立的摄像机平滑旋转状态,防止跟随 Transform 的跳变
private float currentYaw;
private float currentPitch;
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private bool wasShakingLastFrame;
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private Tweener iconTween;
public LockTargetSubmodule(PlayerViewSubcontroller owner) : base(owner)
{
isLocking = false;
isAutoRotate = false;
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isDuringCameraSwitch = false;
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lockTarget = null;
targetPoint = null;
}
public void Update()
{
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if (isUsingLockTargetCamera)
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{
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if (targetPoint != null)
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{
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Vector3 actualTargetPos = targetPoint.position;
Vector3 playerPos = viewSc.cameraRoot.position;
var camLockData = viewSc.currentCameraLockData;
// 1. 根据距离动态计算怪物权重
float horizontalDistance = Vector2.Distance(new Vector2(playerPos.x, playerPos.z), new Vector2(actualTargetPos.x, actualTargetPos.z));
float closeRangeThreshold = camLockData.weightDistanceRange.x;
float farRangeThreshold = camLockData.weightDistanceRange.y;
float dynamicWeight = camLockData.weightCurve.Evaluate((horizontalDistance - closeRangeThreshold) / (farRangeThreshold - closeRangeThreshold));
// 2. 高度差硬性限制 (解决 Boss 跳跃问题)
float heightDiff = actualTargetPos.y - playerPos.y;
float maxHeightDifference = 2f;
if (heightDiff > maxHeightDifference)
{
// 确保 TargetGroup 中心点的 Y 坐标最高不超过 player.y + maxHeightDifference
float heightWeightLimit = maxHeightDifference / (heightDiff - maxHeightDifference);
dynamicWeight = Mathf.Min(dynamicWeight, heightWeightLimit);
}
// 3. 将动态权重应用到 TargetGroup 中的目标
List<CinemachineTargetGroup.Target> targets = viewSc.targetGroup.Targets;
targets[0].Weight = 1 - dynamicWeight; //玩家中心点权重
for (int i = 1; i < targets.Count; i++)
{
if (targets[i].Object == targetPoint)
{
var t = targets[i];
t.Weight = dynamicWeight;
targets[i] = t;
break;
}
}
// 4. 重新计算虚拟中心点,用于驱动 OrbitalFollow 的轨道 Pitch
// 注意Yaw 依旧严格瞄准敌人的真实 XZ 位置,以免水平方向跑偏
Vector3 horizontalDirection = actualTargetPos - playerPos;
float targetYaw = Mathf.Atan2(horizontalDirection.x, horizontalDirection.z) * Mathf.Rad2Deg;
float groupCenterY = (playerPos.y * 1f + actualTargetPos.y * dynamicWeight) / (1f + dynamicWeight);
float virtualYDiff = groupCenterY - playerPos.y;
float targetPitch = Mathf.Atan2(-virtualYDiff, horizontalDistance) * Mathf.Rad2Deg;
// 独立平滑 Yaw (保证在水平面上环绕旋转) 和 Pitch使用内部状态而非容易受动画影响的 transform
float smoothFactor = 1f - Mathf.Exp(-10f * Time.deltaTime);
currentYaw = Mathf.LerpAngle(currentYaw, targetYaw, smoothFactor);
currentPitch = Mathf.LerpAngle(currentPitch, targetPitch, smoothFactor);
// 限制硬锁定时的最大俯仰角,防止在极近距离或穿模时摄像机垂直朝地/朝天
currentPitch = Mathf.Clamp(currentPitch, -20f, 60f);
viewSc.cameraRoot.rotation = Quaternion.Euler(currentPitch, currentYaw, 0f);
// 【2】接管并强制控制 OrbitalFollow 的轨道位置
var orbitalFollow = viewSc.lockingTargetCamera.GetComponent<CinemachineOrbitalFollow>();
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float horizontalOffset = 0f;
float verticalOffset = 0f;
var orbitShaker = viewSc.lockingTargetCamera.GetComponent<CameraOrbitShaker>();
bool isOrbitActive = orbitShaker != null && orbitShaker.enabled && orbitShaker.HasActiveShakes;
if (isOrbitActive)
{
horizontalOffset = orbitShaker.CurrentHorizontalOffset;
verticalOffset = orbitShaker.CurrentVerticalOffset;
wasShakingLastFrame = true;
}
else if (wasShakingLastFrame)
{
// 刚结束大招回旋的帧:将相机的最终物理轴值写入内部状态,防止数值突变
currentYaw = orbitalFollow.HorizontalAxis.Value;
currentPitch = orbitalFollow.VerticalAxis.Value;
wasShakingLastFrame = false;
}
// 直接强制摄像机在水平和垂直轨道上移动(包含大招/反馈的 Orbit 回旋偏差量)
orbitalFollow.HorizontalAxis.Value = currentYaw + horizontalOffset;
orbitalFollow.VerticalAxis.Value = currentPitch + verticalOffset;
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float OF_Fade = camLockData.orbitalFollowFadeCurve.Evaluate(Mathf.Clamp01((horizontalDistance - camLockData.orbitalFollowFadeDistanceRange.x) /
(camLockData.orbitalFollowFadeDistanceRange.y - camLockData.orbitalFollowFadeDistanceRange.x)));
orbitalFollow.TargetOffset.y = MathExtensions.Lerp(camLockData.orbitalFollowTargetYRange, OF_Fade);
var rotationComposer = viewSc.lockingTargetCamera.GetComponent<CinemachineRotationComposer>();
float RC_Fade = camLockData.rotationComposerFadeCurve.Evaluate(Mathf.Clamp01((horizontalDistance - camLockData.rotationComposerFadeDistanceRange.x) /
(camLockData.rotationComposerFadeDistanceRange.y - camLockData.rotationComposerFadeDistanceRange.x)));
rotationComposer.TargetOffset.y = MathExtensions.Lerp(camLockData.rotationComposerTargetYRange, RC_Fade);
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}
}
}
}
public partial class LockTargetSubmodule
{
public void SwitchLockState()
{
if (isLocking)
{
UnlockTarget();
}
else
{
LockTarget(true);
}
}
public void LockTarget(bool isAutoRotate)
{
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if(isDuringCameraSwitch) return;
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Enemy target = CombatManager.EnemySm.GetNearestEnemy(50f);
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if (target != null)
{
this.isLocking = true;
this.isAutoRotate = isAutoRotate;
this.lockTarget = target;
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this.isDuringCameraSwitch = true;
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// 初始化内部旋转状态,防止切入时画面突变
Vector3 camEuler = viewSc.playerCamera.transform.eulerAngles;
currentYaw = camEuler.y;
currentPitch = camEuler.x;
if (currentPitch > 180f) currentPitch -= 360f;
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if (isAutoRotate)
{
targetPoint = target.bodyPartsSc.cameraLockingPoint ?? target.bodyPartsSc.staticCenterPoint;
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// 给怪物赋予基础权重 1以及 1.5 的包围盒半径,防止 Group size is zero
viewSc.targetGroup.AddMember(targetPoint, 1f, 1.5f);
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viewSc.currentCamera = viewSc.lockingTargetCamera;
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viewSc.lockingTargetCamera.LookAt = viewSc.targetGroup.transform;
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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", true);
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Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
{
isDuringCameraSwitch = false;
});
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}
else
{
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Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
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{
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isDuringCameraSwitch = false;
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});
}
lockTarget.navigationElement.showIndicator = true;
Image icon = lockTarget.navigationElement.Indicator.OnscreenIcon;
iconTween?.Kill(true);
iconTween = icon.GetComponent<RectTransform>().DOScale(1f, 0.5f).From(0f).SetEase(Ease.OutQuart).Play();
}
}
public void UnlockTarget()
{
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if(isDuringCameraSwitch) return;
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Vector3 currentEuler = viewSc.playerCamera.transform.rotation.eulerAngles;
var inputController = viewSc.freeLookCamera.GetComponent<CinemachineInputAxisController>();
if (inputController == null) return;
float newYaw = currentEuler.y;
float newPitch = currentEuler.x;
if (newPitch > 180f) newPitch -= 360f;
float minPitch = -20f;
float maxPitch = 70f;
newPitch = Mathf.Clamp(newPitch, minPitch, maxPitch);
CinemachineOrbitalFollow orbitalFollow = viewSc.freeLookCamera.GetComponent<CinemachineOrbitalFollow>();
orbitalFollow.HorizontalAxis.Value = newYaw;
orbitalFollow.VerticalAxis.Value = newPitch;
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if (lockTarget != null)
{
lockTarget.navigationElement.showIndicator = false;
}
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this.isLocking = false;
this.isAutoRotate = false;
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viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", false);
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viewSc.currentCamera = viewSc.freeLookCamera; // 核心修复:更新当前相机引用为自由相机
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Transform oldTargetPoint = targetPoint;
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this.lockTarget = null;
this.targetPoint = null;
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this.isDuringCameraSwitch = true;
// 延迟移除目标组的成员,直到摄像机混合完成(通常为 0.5s)。
// 否则退出的相机在混合的第一帧就会因为失去目标而瞬间位移,导致画面抖动。
Observable.Timer(TimeSpan.FromSeconds(CameraSwitchCooldown)).First().Subscribe(_ =>
{
if (oldTargetPoint != null)
{
viewSc.targetGroup.RemoveMember(oldTargetPoint);
}
isDuringCameraSwitch = false;
});
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}
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/// <summary>
/// 切换锁定目标
/// </summary>
public void SwitchTarget(float direction)
{
if (!isLocking || isDuringCameraSwitch) return;
if (Time.time - lastTargetSwitchTime < TargetSwitchCooldown) return;
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List<Enemy> sortedEnemies = CombatManager.EnemySm.GetVisibleEnemiesSortedByScreenX();
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if (sortedEnemies.Count <= 1) return;
int currentIndex = sortedEnemies.IndexOf(lockTarget);
if (currentIndex < 0)
{
currentIndex = 0;
}
int dir = direction > 0 ? -1 : 1;
int newIndex = currentIndex + dir;
// 边界检查(无循环)
if (newIndex < 0 || newIndex >= sortedEnemies.Count)
{
return;
}
CharacterBase newTarget = sortedEnemies[newIndex];
// 目标相同检查
if (newTarget == lockTarget)
{
return;
}
lastTargetSwitchTime = Time.time;
SetNewTarget(sortedEnemies[newIndex]);
}
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private void SetNewTarget(Enemy newTarget)
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{
if (lockTarget != null)
{
lockTarget.navigationElement.showIndicator = false;
}
lockTarget = newTarget;
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Transform oldTargetPoint = targetPoint;
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targetPoint = newTarget.bodyPartsSc.cameraLockingPoint ?? newTarget.bodyPartsSc.staticCenterPoint;
if (isUsingLockTargetCamera)
{
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viewSc.lockingTargetCamera.LookAt = viewSc.targetGroup.transform;
// 同步更新 TargetGroup替换新旧目标点
if (oldTargetPoint != null && oldTargetPoint != targetPoint)
{
viewSc.targetGroup.RemoveMember(oldTargetPoint);
}
viewSc.targetGroup.AddMember(targetPoint, 1f, 1.5f);
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}
lockTarget.navigationElement.showIndicator = true;
Image icon = lockTarget.navigationElement.Indicator.OnscreenIcon;
iconTween?.Kill(true);
iconTween = icon.GetComponent<RectTransform>().DOScale(1f, 0.3f).From(0.5f).SetEase(Ease.OutQuart).Play();
}
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}
}