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

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2026-04-28 15:46:32 -04:00
using Cielonos.MainGame.Effects.Feedback;
using DG.Tweening;
using Unity.Cinemachine;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
public class CameraFovSubmodule : SubmoduleBase<PlayerViewSubcontroller>
{
private Player player => owner.player;
private PlayerViewSubcontroller viewSc => owner;
[Header("基础FOV配置")] [Tooltip("静止时的基础FOV")]
public float baseFov = 45f;
[Tooltip("FOV最小值")] public float minFov = 40f;
[Tooltip("FOV最大值疾奔时")] public float maxFov = 55f;
[Header("速度阈值")] [Tooltip("开始FOV变化的最小速度")]
public float speedThreshold = 3f;
[Tooltip("达到最大FOV的速度")] public float maxSpeedThreshold = 15f;
[Header("过渡设置")] [Tooltip("FOV变化的速度")] public float fovChangeSpeed = 5f;
[Tooltip("是否平滑过渡FOV")] public bool useSmoothTransition = true;
private float currentFov;
private float targetFov;
private CinemachineCamera currentCamera => viewSc.currentCamera;
public CameraFovSubmodule(PlayerViewSubcontroller owner, float baseFov, float minFov,
float maxFov, float speedThreshold, float maxSpeedThreshold, float fovChangeSpeed, bool useSmoothTransition) : base(owner)
{
this.baseFov = baseFov;
this.minFov = minFov;
this.maxFov = maxFov;
this.speedThreshold = speedThreshold;
this.maxSpeedThreshold = maxSpeedThreshold;
this.fovChangeSpeed = fovChangeSpeed;
this.useSmoothTransition = useSmoothTransition;
this.currentFov = baseFov;
this.targetFov = baseFov;
}
/// <summary>
/// 根据水平速度更新FOV
/// </summary>
/// <param name="horizontalSpeed">水平速度(单位/秒)</param>
/// <param name="deltaTime">帧时间</param>
public void UpdateFovBySpeed(float horizontalSpeed, float deltaTime)
{
// 计算目标FOV
targetFov = CalculateTargetFov(horizontalSpeed);
// 平滑过渡
if (useSmoothTransition)
{
currentFov = Mathf.Lerp(currentFov, targetFov, deltaTime * fovChangeSpeed);
}
else
{
currentFov = targetFov;
}
// 应用FOV
ApplyFov(currentFov);
}
/// <summary>
/// 根据速度计算目标FOV
/// </summary>
private float CalculateTargetFov(float speed)
{
if (speed < speedThreshold)
{
return baseFov;
}
// 使用InverseLerp将速度映射到0-1范围
float t = Mathf.InverseLerp(speedThreshold, maxSpeedThreshold, speed);
// 使用SmoothStep使过渡更平滑
t = Mathf.SmoothStep(0f, 1f, t);
return Mathf.Lerp(baseFov, maxFov, t);
}
/// <summary>
/// 应用FOV到相机
/// </summary>
private void ApplyFov(float fov)
{
fov = Mathf.Clamp(fov, minFov, maxFov);
LensSettings lens = currentCamera.Lens;
lens.FieldOfView = fov;
currentCamera.Lens = lens;
}
/// <summary>
/// 立即设置FOV不使用平滑过渡
/// </summary>
public void SetFovImmediate(float fov)
{
currentFov = fov;
targetFov = fov;
ApplyFov(fov);
}
/// <summary>
/// 平滑过渡到指定FOV
/// </summary>
public void SetFovSmooth(float targetFovValue, float duration)
{
DOTween.To(() => currentFov, x =>
{
currentFov = x;
ApplyFov(x);
}, targetFovValue, duration)
.SetEase(Ease.OutQuad);
targetFov = targetFovValue;
}
/// <summary>
/// 重置为默认FOV
/// </summary>
public void ResetToBaseFov()
{
targetFov = baseFov;
}
}
}