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200 lines
4.1 KiB
200 lines
4.1 KiB
11 years ago
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using UnityEngine;
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using System;
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using System.Collections;
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using Fungus;
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namespace Fungus
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{
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// Controller for main camera.
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// Supports several types of camera transition including snap, pan & fade.
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public class CameraController : MonoBehaviour
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{
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Action onArriveAction;
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float moveDuration;
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float moveTimer;
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float startSize;
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float endSize;
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Vector3 startPos;
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Vector3 endPos;
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Camera mainCamera;
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void Start()
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{
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GameObject cameraObject = GameObject.FindGameObjectWithTag("MainCamera");
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if (cameraObject == null)
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{
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Debug.LogError("Failed to find game object with tag 'MainCamera'");
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return;
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}
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mainCamera = cameraObject.GetComponent<Camera>();
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if (mainCamera == null)
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{
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Debug.LogError("Failed to find camera component");
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return;
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}
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Reset();
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}
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public Texture2D fadeTexture;
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public float fadeAlpha = 1f;
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void OnGUI()
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{
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int drawDepth = -1000;
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if (fadeAlpha < 1f)
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{
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// 1 = scene fully visible
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// 0 = scene fully obscured
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GUI.color = new Color(1,1,1, 1f - fadeAlpha);
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GUI.depth = drawDepth;
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GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), fadeTexture);
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}
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}
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public void Fade(float targetAlpha, float fadeDuration, Action fadeAction)
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{
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StartCoroutine(FadeInternal(targetAlpha, fadeDuration, fadeAction));
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}
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public void FadeToView(View view, float fadeDuration, Action fadeAction)
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{
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// Fade out
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Fade(0f, fadeDuration / 2f, delegate {
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// Snap to new view
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PanToView(view, 0f, null);
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// Fade in
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Fade(1f, fadeDuration / 2f, delegate {
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if (fadeAction != null)
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{
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fadeAction();
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}
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});
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});
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}
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IEnumerator FadeInternal(float targetAlpha, float fadeDuration, Action fadeAction)
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{
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float startAlpha = fadeAlpha;
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float timer = 0;
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while (timer < fadeDuration)
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{
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float t = timer / fadeDuration;
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timer += Time.deltaTime;
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t = Mathf.Clamp01(t);
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fadeAlpha = Mathf.Lerp(startAlpha, targetAlpha, t);
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yield return null;
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}
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fadeAlpha = targetAlpha;
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if (fadeAction != null)
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{
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fadeAction();
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}
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}
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void Reset()
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{
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moveDuration = 0;
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moveTimer = 0;
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startSize = 0;
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endSize = 0;
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startPos = Vector3.zero;
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endPos = Vector3.zero;
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onArriveAction = null;
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}
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public void SnapToView(View view)
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{
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PanToView(view, 0, null);
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}
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public void PanToView(View view, float duration, Action arriveAction)
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{
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Reset();
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if (duration == 0f)
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{
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// Move immediately
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mainCamera.orthographicSize = view.viewSize;
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mainCamera.transform.position = view.transform.position;
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SetCameraZ();
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if (arriveAction != null)
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{
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arriveAction();
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}
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}
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else
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{
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moveDuration = duration;
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onArriveAction = arriveAction;
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moveTimer = 0;
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startSize = mainCamera.orthographicSize;
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endSize = view.viewSize;
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startPos = mainCamera.transform.position;
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endPos = view.transform.position;
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}
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}
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// Position camera so sprite is centered and fills the screen
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public void CenterOnSprite(SpriteRenderer spriteRenderer)
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{
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Sprite sprite = spriteRenderer.sprite;
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Vector3 extents = sprite.bounds.extents;
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float localScaleY = spriteRenderer.transform.localScale.y;
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mainCamera.orthographicSize = extents.y * localScaleY;
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Vector3 pos = spriteRenderer.transform.position;
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mainCamera.transform.position = new Vector3(pos.x, pos.y, 0);
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SetCameraZ();
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}
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void Update ()
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{
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if (moveDuration == 0f)
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{
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return;
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}
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moveTimer += Time.deltaTime;
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bool arrived = false;
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if (moveTimer > moveDuration)
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{
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moveTimer = moveDuration;
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arrived = true;
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}
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float t = moveTimer / moveDuration;
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mainCamera.orthographicSize = Mathf.Lerp(startSize, endSize, Mathf.SmoothStep(0f, 1f, t));
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mainCamera.transform.position = Vector3.Lerp(startPos, endPos, Mathf.SmoothStep(0f, 1f, t));
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SetCameraZ();
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if (arrived)
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{
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if (onArriveAction != null)
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{
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onArriveAction();
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}
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Reset();
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}
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}
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void SetCameraZ()
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{
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mainCamera.transform.position = new Vector3(mainCamera.transform.position.x, mainCamera.transform.position.y, -10f);
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}
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}
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}
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