2026-07-07 18:36:15 +08:00
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# 相机系统使用指南
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2026-05-22 10:41:34 +08:00
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## 一、创建自定义相机
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2026-07-07 18:36:15 +08:00
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### 1.1 继承 AbsHFCameraItem
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2026-05-22 10:41:34 +08:00
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```csharp
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public class UIOverlayCamera : AbsHFCameraItem
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{
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[SerializeField] private Camera uiCamera;
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[SerializeField] private int weight = 10;
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public override Camera CameraItem => uiCamera;
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public override int Weight => weight;
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protected override void OnInitialize()
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{
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base.OnInitialize();
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// 自定义初始化逻辑
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uiCamera.clearFlags = CameraClearFlags.Depth;
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uiCamera.depth = 100;
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}
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}
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```
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---
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## 二、管理相机堆栈
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### 2.1 使用相机管理器
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```csharp
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public class CameraController : MonoBehaviour
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{
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void Start()
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{
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// 获取相机管理器
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HFCameraManager cameraMgr = HFCameraManager.Instance;
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// 添加自定义相机
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UIOverlayCamera uiCamera = GetComponent<UIOverlayCamera>();
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cameraMgr.AddCamera(uiCamera);
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// 获取主相机
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Camera mainCam = cameraMgr.mainCamera.MainCamera;
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}
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void OnDestroy()
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{
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UIOverlayCamera uiCamera = GetComponent<UIOverlayCamera>();
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HFCameraManager.Instance.RemoveCamera(uiCamera);
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}
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}
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```
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### 2.2 相机堆栈架构
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```
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相机层级架构:
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HFMainCamera (主相机)
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│
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├── CameraStack (相机堆栈)
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│ ├── CameraItem1 (Weight=10)
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│ ├── CameraItem2 (Weight=20)
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│ └── CameraItem3 (Weight=5)
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│
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2026-07-07 18:36:15 +08:00
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└── 按 Weight 排序 → 渲染顺序控制
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2026-05-22 10:41:34 +08:00
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```
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---
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2026-07-07 18:36:15 +08:00
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## 三、相机管理 API
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2026-05-22 10:41:34 +08:00
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### 3.1 常用方法
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| 方法 | 说明 |
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|-----|------|
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| `AddCamera()` | 添加相机到堆栈 |
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| `RemoveCamera()` | 从堆栈移除相机 |
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| `GetCamera()` | 获取指定相机 |
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---
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**版本**: v1.0
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**生效日期**: 2026年
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2026-07-07 18:36:15 +08:00
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**适用范围**: GiftGameX 项目业务开发人员
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---
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## 文档关联
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> 当本文档发生变更时,应同步检查以下关联文档,避免信息不一致。
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| 文档 | 关联原因 |
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|---|---|
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| [相机系统入口](README.md) | 本文件是相机系统模块的子文档 |
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| [UI 窗口系统](../UI窗口系统/README.md) | UI 窗口系统常与相机系统协作 |
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| [资源管理](../资源管理/README.md) | 相机资源加载依赖资源管理 |
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| [modules/模块索引.md](../../模块索引.md) | 模块索引是项目知识总入口 |
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| [rules/10-架构说明.md](../../../rules/10-架构说明.md) | 架构说明定义总体分层和依赖方向 |
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| [rules/30-模块登记规则.md](../../../rules/30-模块登记规则.md) | 模块登记规则定义分类和状态口径 |
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