145 lines
3.3 KiB
GDScript
145 lines
3.3 KiB
GDScript
@tool
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@icon("uid://bsdmq0essfmpk")
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class_name CameraAnchor extends Node2D
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@export_group("Anchor Config")
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##该priority不会直接修改Anchor的priority,只用作初始化
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@export var priority: int = 0
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##此Anchor是否有效
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@export var enabled: bool = true
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##是否要存在相機過渡時間
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@export var use_blend: bool = true
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##過度時間
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@export var blend_time: float = 0.3
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@export_group("Camera Config")
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@export_subgroup("Sizing")
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@export var zoom: Vector2 = Vector2.ONE:
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set(value):
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zoom = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export_subgroup("Limit")
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@export var use_camera_limit: bool = false:
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set(value):
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use_camera_limit = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export var limit_top: int = -10000000:
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set(value):
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limit_top = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export var limit_bottom: int = 10000000:
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set(value):
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limit_bottom = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export var limit_left: int = -10000000:
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set(value):
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limit_left = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export var limit_right: int = 10000000:
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set(value):
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limit_right = value
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if Engine.is_editor_hint():
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queue_redraw()
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@export_subgroup("Follow")
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@export var follow_player: bool = false
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var _pcam_manager: Node = null
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## 编辑器预览面板设置
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@export_group("Editor Preview")
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@export var show_camera_preview: bool = true
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@export var preview_color: Color = Color(0.2, 0.9, 0.4, 0.8)
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@export var preview_line_width: float = 2.0
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@export var show_limit_preview: bool = true
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@export var limit_preview_color: Color = Color(0.9, 0.3, 0.3, 0.8)
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@export var limit_preview_line_width: float = 2.0
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var _priority: int :
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set(value):
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if _priority != value:
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_priority = value
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on_priority_change.emit(_priority, self)
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signal on_priority_change(_priority:int, anchor: CameraAnchor)
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func _ready() -> void:
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if not Engine.is_editor_hint():
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_runtime_ready()
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func _enter_tree() -> void:
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if Engine.is_editor_hint():
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_pcam_manager = Engine.get_singleton("PhantomCameraManager")
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return
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CameraSystem.register_anchor(self)
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func _exit_tree() -> void:
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if Engine.is_editor_hint():
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_pcam_manager = null
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return
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CameraSystem.unregister_anchor(self)
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func _draw() -> void:
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if not Engine.is_editor_hint():
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return
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if show_camera_preview and is_instance_valid(_pcam_manager):
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draw_rect(
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_camera_frame_rect_like_phantom(),
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preview_color,
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false,
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preview_line_width
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)
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if show_limit_preview and use_camera_limit:
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draw_rect(
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_camera_limit_rect(),
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limit_preview_color,
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false,
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limit_preview_line_width
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)
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func _camera_limit_rect() -> Rect2:
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var pos := Vector2(limit_left, limit_top)
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var size := Vector2(
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limit_right - limit_left,
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limit_bottom - limit_top
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)
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return Rect2(pos, size)
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func _camera_frame_rect_like_phantom() -> Rect2:
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# PhantomCamera 使用的是 manager.screen_size
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var screen_size: Vector2 = _pcam_manager.screen_size
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var z := zoom
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z.x = maxf(z.x, 0.001)
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z.y = maxf(z.y, 0.001)
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var size := Vector2(
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screen_size.x / z.x,
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screen_size.y / z.y
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)
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# PhantomCamera:以自身为中心
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return Rect2(-size * 0.5, size)
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func _runtime_ready() -> void:
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_priority = priority
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func push_camera() -> void:
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CameraSystem.reset_all_camera_priority()
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_priority = 1000
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func pop_camera() -> void:
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_priority = 0
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