godot-plateformer/_shared/camera/CameraAnchor.gd

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2026-01-06 16:19:08 +08:00
@tool
class_name CameraAnchor extends Node2D
## 该priority不会直接修改Anchor的priority
@export var priority: int = 0
@export var enabled: bool = true
@export var blend_time: float = 0.3
@export var zoom: Vector2 = Vector2.ONE
@export var offset: Vector2 = Vector2.ZERO
var _priority: int :
set(value):
if _priority != value:
_priority = value
on_priority_change.emit(_priority, self)
signal on_priority_change(_priority:int, anchor: CameraAnchor)
func _ready() -> void:
if not Engine.is_editor_hint():
_runtime_ready()
func _runtime_ready() -> void:
_priority = priority
func push_camera() -> void:
CameraSystem.reset_all_camera_priority()
_priority = 1000
func pop_camera() -> void:
_priority = 0
func _enter_tree() -> void:
if Engine.is_editor_hint():
return
CameraSystem.register_anchor(self)
func _exit_tree() -> void:
if Engine.is_editor_hint():
return
CameraSystem.unregister_anchor(self)