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package cn.nukkitmot.exampleplugin.camera;
import cn.nukkit.Player;
import cn.nukkit.Server;
import cn.nukkit.level.Position;
import cn.nukkit.math.Vector3;
import cn.nukkit.math.Vector2f;
import cn.nukkit.math.Vector3f;
import cn.nukkit.network.protocol.CameraInstructionPacket;
import cn.nukkit.network.protocol.types.camera.CameraEase;
import cn.nukkit.network.protocol.types.camera.CameraSetInstruction;
import cn.nukkit.plugin.Plugin;
import cn.nukkit.plugin.PluginLogger;
import cn.nukkit.scheduler.TaskHandler;
import cn.nukkit.utils.CameraPresetManager;
import org.cloudburstmc.protocol.common.util.OptionalBoolean;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
/**
* 镜头管理器
* <p>
* 核心 API 类,提供玩家镜头控制的所有功能。
* 支持固定镜头、跟随镜头、预设镜头和运镜序列。
*
* <h3>使用示例:</h3>
* <pre>
* // 初始化
* CameraManager.init(plugin);
*
* // 设置固定镜头
* CameraManager.getInstance().setFixedCamera(player, 100, 50, 100, 2.0f);
*
* // 设置跟随镜头
* CameraManager.getInstance().setFollowCamera(player, 0, 2, -5, 1.5f);
*
* // 设置2D侧面视角
* CameraManager.getInstance().set2DCamera(player, CameraPreset.SIDE_LEFT, 8.0);
*
* // 清除镜头
* CameraManager.getInstance().clearCamera(player);
* </pre>
*
* @author QingTong
* @version 1.0.0
* @since 1.0.0
*/
public class CameraManager {
private static CameraManager instance;
private static Plugin plugin;
private final Map<UUID, CameraState> playerCameras;
private final Map<UUID, CameraSequence> activeSequences;
private final PluginLogger logger;
private CameraManager(Plugin plugin) {
CameraManager.plugin = plugin;
this.playerCameras = new ConcurrentHashMap<>();
this.activeSequences = new ConcurrentHashMap<>();
this.logger = plugin.getLogger();
}
/**
* 初始化镜头管理器
* <p>
* 必须在插件启用时调用一次。
*
* @param plugin 插件实例
*/
public static void init(Plugin plugin) {
if (instance == null) {
instance = new CameraManager(plugin);
}
}
/**
* 获取镜头管理器实例
* <p>
* 必须先调用 {@link #init(Plugin)} 初始化。
*
* @return CameraManager 实例
*/
public static CameraManager getInstance() {
return instance;
}
// ==================== 基础镜头控制 ====================
/**
* 设置固定镜头
* <p>
* 镜头固定在指定位置,不跟随玩家移动。
*
* @param player 目标玩家
* @param x X坐标
* @param y Y坐标
* @param z Z坐标
* @param easeTime 缓动时间(秒)
*/
public void setFixedCamera(Player player, double x, double y, double z, float easeTime) {
setFixedCamera(player, x, y, z, 0, 0, easeTime);
}
/**
* 设置固定镜头(带旋转)
* <p>
* 镜头固定在指定位置和角度,不跟随玩家移动。
*
* @param player 目标玩家
* @param x X坐标
* @param y Y坐标
* @param z Z坐标
* @param pitch 俯仰角
* @param yaw 偏航角
* @param easeTime 缓动时间(秒)
*/
public void setFixedCamera(Player player, double x, double y, double z, double pitch, double yaw, float easeTime) {
CameraPosition position = new CameraPosition(x, y, z, pitch, yaw, 0);
setCameraPosition(player, position, easeTime, CameraInstruction.EaseType.LINEAR);
updatePlayerCameraState(player, CameraMode.FIXED, position, false);
}
/**
* 设置跟随镜头
* <p>
* 镜头跟随玩家移动,保持相对位置。
*
* @param player 目标玩家
* @param offsetX X轴偏移
* @param offsetY Y轴偏移
* @param offsetZ Z轴偏移
* @param easeTime 缓动时间(秒)
*/
public void setFollowCamera(Player player, double offsetX, double offsetY, double offsetZ, float easeTime) {
Position playerPos = player.getPosition();
CameraPosition position = CameraPosition.relative(playerPos, offsetX, offsetY, offsetZ);
setCameraPosition(player, position, easeTime, CameraInstruction.EaseType.LINEAR);
updatePlayerCameraState(player, CameraMode.FOLLOW, position, true);
}
/**
* 设置看向玩家的固定镜头
* <p>
* 镜头固定在指定位置,始终朝向玩家。
*
* @param player 目标玩家
* @param x 镜头X坐标
* @param y 镜头Y坐标
* @param z 镜头Z坐标
* @param easeTime 缓动时间(秒)
*/
public void setFacingCamera(Player player, double x, double y, double z, float easeTime) {
CameraPosition position = new CameraPosition(new Vector3(x, y, z), player.getPosition());
setCameraPosition(player, position, easeTime, CameraInstruction.EaseType.LINEAR);
updatePlayerCameraState(player, CameraMode.FIXED, position, false);
}
// ==================== 预设镜头 ====================
/**
* 设置2D侧面视角
* <p>
* 适合横版2D风格游戏的侧面视角。
*
* @param player 目标玩家
* @param side 侧面方向(LEFT 或 RIGHT)
* @param distance 距离玩家的距离
* @param easeTime 缓动时间(秒)
*/
public void set2DCamera(Player player, CameraSide side, double distance, float easeTime) {
CameraPreset preset = (side == CameraSide.LEFT) ? CameraPreset.SIDE_LEFT : CameraPreset.SIDE_RIGHT;
setPresetCamera(player, preset, distance, easeTime);
}
/**
* 设置俯视视角
* <p>
* 从正上方俯视玩家的视角。
*
* @param player 目标玩家
* @param height 俯视高度
* @param easeTime 缓动时间(秒)
*/
public void setTopDownCamera(Player player, double height, float easeTime) {
setPresetCamera(player, CameraPreset.TOP_DOWN, height, easeTime);
}
/**
* 设置等距视角
* <p>
* 经典的45度等距视角。
*
* @param player 目标玩家
* @param distance 距离
* @param easeTime 缓动时间(秒)
*/
public void setIsometricCamera(Player player, double distance, float easeTime) {
setPresetCamera(player, CameraPreset.ISOMETRIC, distance, easeTime);
}
/**
* 设置预设镜头
* <p>
* 使用预设配置设置镜头。
*
* @param player 目标玩家
* @param preset 预设配置
* @param distance 距离
* @param easeTime 缓动时间(秒)
*/
public void setPresetCamera(Player player, CameraPreset preset, double distance, float easeTime) {
CameraPosition position = CameraPosition.fromPreset(player.getPosition(), preset, distance);
setCameraPosition(player, position, easeTime, CameraInstruction.EaseType.IN_OUT_SINE);
updatePlayerCameraState(player, CameraMode.FIXED, position, false);
}
// ==================== 高级镜头控制 ====================
/**
* 设置镜头位置
* <p>
* 发送相机指令到客户端设置镜头。
*
* @param player 目标玩家
* @param position 镜头位置
* @param easeTime 缓动时间(秒)
* @param easeType 缓动类型
*/
public void setCameraPosition(Player player, CameraPosition position, float easeTime, CameraInstruction.EaseType easeType) {
if (!player.isOnline()) {
return;
}
CameraInstructionPacket pk = new CameraInstructionPacket();
CameraSetInstruction cameraSetInstruction = new CameraSetInstruction();
cameraSetInstruction.setPreset(CameraPresetManager.FREE);
Vector3 pos = position.getPosition();
cameraSetInstruction.setPos(new Vector3f((float) pos.x, (float) pos.y, (float) pos.z));
Vector3 rot = position.getRotation();
cameraSetInstruction.setRot(new Vector2f((float) rot.x, (float) rot.y));
if (easeTime > 0) {
cameraSetInstruction.setEase(new CameraSetInstruction.EaseData(convertEaseType(easeType), easeTime));
}
pk.setSetInstruction(cameraSetInstruction);
player.dataPacket(pk);
}
private CameraEase convertEaseType(CameraInstruction.EaseType easeType) {
if (easeType == null) {
return CameraEase.LINEAR;
}
switch (easeType) {
case LINEAR:
return CameraEase.LINEAR;
case SPRING:
return CameraEase.SPRING;
case IN_QUAD:
return CameraEase.EASE_IN_QUAD;
case OUT_QUAD:
return CameraEase.EASE_OUT_QUAD;
case IN_OUT_QUAD:
return CameraEase.EASE_IN_OUT_QUAD;
case IN_CUBIC:
return CameraEase.EASE_IN_CUBIC;
case OUT_CUBIC:
return CameraEase.EASE_OUT_CUBIC;
case IN_OUT_CUBIC:
return CameraEase.EASE_IN_OUT_CUBIC;
case IN_QUART:
return CameraEase.EASE_IN_QUART;
case OUT_QUART:
return CameraEase.EASE_OUT_QUART;
case IN_OUT_QUART:
return CameraEase.EASE_IN_OUT_QUART;
case IN_SINE:
return CameraEase.EASE_IN_SINE;
case OUT_SINE:
return CameraEase.EASE_OUT_SINE;
case IN_OUT_SINE:
return CameraEase.EASE_IN_OUT_SINE;
case IN_EXPO:
return CameraEase.EASE_IN_EXPO;
case OUT_EXPO:
return CameraEase.EASE_OUT_EXPO;
case IN_OUT_EXPO:
return CameraEase.EASE_IN_OUT_EXPO;
case IN_CIRC:
return CameraEase.EASE_IN_CIRC;
case OUT_CIRC:
return CameraEase.EASE_OUT_CIRC;
case IN_OUT_CIRC:
return CameraEase.EASE_IN_OUT_CIRC;
case IN_BACK:
return CameraEase.EASE_IN_BACK;
case OUT_BACK:
return CameraEase.EASE_OUT_BACK;
case IN_OUT_BACK:
return CameraEase.EASE_IN_OUT_BACK;
case IN_ELASTIC:
return CameraEase.EASE_IN_ELASTIC;
case OUT_ELASTIC:
return CameraEase.EASE_OUT_ELASTIC;
case IN_OUT_ELASTIC:
return CameraEase.EASE_IN_OUT_ELASTIC;
case IN_BOUNCE:
return CameraEase.EASE_IN_BOUNCE;
case OUT_BOUNCE:
return CameraEase.EASE_OUT_BOUNCE;
case IN_OUT_BOUNCE:
return CameraEase.EASE_IN_OUT_BOUNCE;
default:
return CameraEase.LINEAR;
}
}
/**
* 使用指令设置镜头
* <p>
* 通过 CameraInstruction 对象设置镜头。
*
* @param player 目标玩家
* @param instruction 镜头指令
*/
public void setCameraInstruction(Player player, CameraInstruction instruction) {
if (!player.isOnline()) {
return;
}
String cmd = instruction.toCommandString(player);
Server.getInstance().dispatchCommand(Server.getInstance().getConsoleSender(), cmd);
}
// ==================== 运镜序列 ====================
/**
* 创建运镜序列
* <p>
* 为指定玩家创建一个新的运镜序列。
*
* @param player 目标玩家
* @return CameraSequence 实例
*/
public CameraSequence createSequence(Player player) {
stopSequence(player);
CameraSequence sequence = new CameraSequence(plugin, player);
activeSequences.put(player.getUniqueId(), sequence);
return sequence;
}
/**
* 播放运镜序列
* <p>
* 开始播放指定玩家的运镜序列。
*
* @param player 目标玩家
*/
public void playSequence(Player player) {
CameraSequence sequence = activeSequences.get(player.getUniqueId());
if (sequence != null) {
sequence.play();
}
}
/**
* 暂停运镜序列
* <p>
* 暂停指定玩家的运镜序列。
*
* @param player 目标玩家
*/
public void pauseSequence(Player player) {
CameraSequence sequence = activeSequences.get(player.getUniqueId());
if (sequence != null) {
sequence.pause();
}
}
/**
* 停止运镜序列
* <p>
* 停止并清除指定玩家的运镜序列。
*
* @param player 目标玩家
*/
public void stopSequence(Player player) {
CameraSequence sequence = activeSequences.remove(player.getUniqueId());
if (sequence != null) {
sequence.stop();
}
}
/**
* 获取运镜序列
* <p>
* 获取指定玩家的当前运镜序列。
*
* @param player 目标玩家
* @return CameraSequence 实例,如果没有则返回 null
*/
public CameraSequence getSequence(Player player) {
return activeSequences.get(player.getUniqueId());
}
// ==================== 镜头清除 ====================
/**
* 清除玩家镜头
* <p>
* 恢复玩家正常视角。
*
* @param player 目标玩家
*/
public void clearCamera(Player player) {
if (!player.isOnline()) {
return;
}
CameraInstructionPacket pk = new CameraInstructionPacket();
pk.setClear(OptionalBoolean.of(true));
player.dataPacket(pk);
playerCameras.remove(player.getUniqueId());
stopSequence(player);
}
/**
* 清除所有玩家镜头
* <p>
* 恢复所有玩家的正常视角。
*/
public void clearAllCameras() {
for (CameraSequence sequence : activeSequences.values()) {
sequence.stop();
}
activeSequences.clear();
for (UUID uuid : playerCameras.keySet()) {
Player player = Server.getInstance().getOnlinePlayers().get(uuid);
if (player != null && player.isOnline()) {
CameraInstructionPacket pk = new CameraInstructionPacket();
pk.setClear(OptionalBoolean.of(true));
player.dataPacket(pk);
}
}
playerCameras.clear();
}
// ==================== 状态查询 ====================
/**
* 检查玩家是否有活动镜头
* <p>
* 判断指定玩家当前是否被镜头控制。
*
* @param player 目标玩家
* @return true 如果有活动镜头
*/
public boolean hasActiveCamera(Player player) {
return playerCameras.containsKey(player.getUniqueId());
}
/**
* 获取玩家镜头状态
* <p>
* 获取指定玩家的当前镜头状态信息。
*
* @param player 目标玩家
* @return CameraState 实例,如果没有则返回 null
*/
public CameraState getCameraState(Player player) {
return playerCameras.get(player.getUniqueId());
}
/**
* 更新玩家镜头状态
*
* @param player 目标玩家
* @param mode 镜头模式
* @param position 镜头位置
* @param following 是否跟随
*/
private void updatePlayerCameraState(Player player, CameraMode mode, CameraPosition position, boolean following) {
playerCameras.put(player.getUniqueId(), new CameraState(mode, position, following));
}
// ==================== 侧面方向枚举 ====================
/**
* 2D侧面方向枚举
*/
public enum CameraSide {
/**
* 左侧
*/
LEFT,
/**
* 右侧
*/
RIGHT
}
/**
* 镜头状态类
* <p>
* 记录玩家的当前镜头状态信息。
*/
public static class CameraState {
private final CameraMode mode;
private final CameraPosition position;
private final boolean following;
CameraState(CameraMode mode, CameraPosition position, boolean following) {
this.mode = mode;
this.position = position;
this.following = following;
}
/**
* 获取镜头模式
*
* @return 镜头模式
*/
public CameraMode getMode() {
return mode;
}
/**
* 获取镜头位置
*
* @return 镜头位置
*/
public CameraPosition getPosition() {
return position;
}
/**
* 是否跟随玩家
*
* @return true 如果跟随玩家
*/
public boolean isFollowing() {
return following;
}
}
}