'''全局的相机管理器 ======= 外部调用函数 ======= ''' extends Node var _cached_player_camera: GlobalCamera var _cached_anchors: Array[CameraAnchor] = [] var _current_anchor: CameraAnchor var _switch_tween: Tween ##标记位,用来检测当前帧是否存在相机切换 var _switch_scheduled := false var _dirty := false ## 玩家关卡内静态相机 const PLAYER_CAMERA_SCENE:= preload("res://_shared/camera/PlayerStaticCamera.tscn") ## 注册玩家相机 func register_player_camera(owner: Node) -> GlobalCamera: if not _cached_player_camera: _cached_player_camera = PLAYER_CAMERA_SCENE.instantiate() as GlobalCamera if _cached_player_camera: owner.add_child(_cached_player_camera) return _cached_player_camera ## 外部获取玩家全局相机 func get_cached_camera() -> GlobalCamera: return _cached_player_camera func get_player_camera() -> GlobalCamera: return _cached_player_camera ## 注册一个相机锚点 func register_anchor(anchor: CameraAnchor) -> void: if anchor in _cached_anchors: return _cached_anchors.append(anchor) anchor.on_priority_change.connect(on_anchor_priority_changed) _request_evaluate() #if anchor in _cached_anchors: #return #_cached_anchors.append(anchor) #anchor.on_priority_change.connect(on_anchor_priority_changed) #_sort_anchors() #_try_auto_switch() ## 当相机锚点的权重改变时,向管理器触发事件 func on_anchor_priority_changed(priority:int, anchor: CameraAnchor) -> void: _request_evaluate() #if _current_anchor: #if _current_anchor._priority < priority: #_sort_anchors() #_try_auto_switch() ## 注销一个相机锚点 func unregister_anchor(anchor: CameraAnchor) -> void: _cached_anchors.erase(anchor) if _current_anchor == anchor: _current_anchor = null _request_evaluate() func _request_evaluate() -> void: _dirty = true if _switch_scheduled: return _switch_scheduled = true call_deferred("_commit_camera_anchor") # call_deferred 会在当前调用栈/本帧末尾(idle)执行一次 func _commit_camera_anchor() -> void: _switch_scheduled = false if not _dirty: return _dirty = false # 清理无效 _cached_anchors = _cached_anchors.filter(func(a): return is_instance_valid(a)) # 计算 winner(只算一次) var winner: CameraAnchor = _pick_best_anchor() # winner 为空就不动(或回默认) if winner == null: return # 如果没变,不切 if winner == _current_anchor: return switch_anchor(winner) #_cached_anchors.erase(anchor) #if _current_anchor == anchor: #_current_anchor = null #_try_auto_switch() func _pick_best_anchor() -> CameraAnchor: var best: CameraAnchor = null var best_p := -INF for a in _cached_anchors: if not a.enabled: continue if a._priority > best_p: best_p = a._priority best = a return best ## 排序已有的锚点 func _sort_anchors() -> void: _cached_anchors.sort_custom(func(a, b): return a._priority > b._priority ) ## 尝试自切换 func _try_auto_switch() -> void: for a in _cached_anchors: if a.enabled: switch_anchor(a) _current_anchor = a return ## 重置所有的Camera的_priority func reset_all_camera_priority() -> void: for a in _cached_anchors: a._priority = 0 ## 切换相机 func switch_anchor(target_anchor: CameraAnchor) -> void: if target_anchor == null: return if target_anchor == _current_anchor: return if not is_instance_valid(_cached_player_camera): return # 中断旧 Tween if _switch_tween and _switch_tween.is_running(): _switch_tween.kill() _switch_tween = null var camera := _cached_player_camera var p_camera : PhantomCamera2D = _cached_player_camera.phantom_camera_2d var blend_time : float = max(target_anchor.blend_time, 0.001) # 创建 Tween(关键:ignore time scale) _switch_tween = get_tree().create_tween() _switch_tween.set_ignore_time_scale(true) _switch_tween.set_trans(Tween.TRANS_CUBIC) _switch_tween.set_ease(Tween.EASE_OUT) # ===== 位置 ===== _switch_tween.tween_property( camera, "global_position", target_anchor.global_position, blend_time ) # ===== Zoom ===== _switch_tween.parallel().tween_property( p_camera, "zoom", target_anchor.zoom, blend_time * 1.5 ) # 完成回调 _switch_tween.finished.connect(func(): _current_anchor = target_anchor ) _current_anchor = target_anchor