using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine; public class FieldCamera : MonoBehaviour { private Transform _target; private Camera _camera; [SerializeField] private float _pitch; [SerializeField] private float _fov; [SerializeField] private float _targetRange; [SerializeField] private float _defocusStart; [SerializeField] private float _defocusEnd; private float _start_pitch; private float _start_fov; private float _start_targetRange; private float _start_defocusStart; private float _start_defocusEnd; private float _end_pitch; private float _end_fov; private float _end_targetRange; private float _end_defocusStart; private float _end_defocusEnd; private float _pitch_time; private float _pitch_work_wait; private Vector3 oldPosition; [SerializeField] private float _cameraLerpRate; public Camera EncountEffectCamera; public bool IsUpdateStop; private bool isPanCamera; private GameObject _panCamera; // FieldPanCamera private GameObject DarkWindow; private float _scriptFardepth; private float _scriptFardepthTime; private float _scriptFardepthTimeVectol; private float _fovOffset; private float _fovOffsetStart; private float _fovOffsetEnd; private float _fovOffsetTime; private float _fovOffsetTimeScale; private Transform returnDofTransform; private GameObject tempDofTransform; private bool IsStopDofTarget; public Vector3 offset { get { return Vector3.one; } set { } } public Vector3 offsetAngle { get { return Vector3.one; } set { } } public Transform Target { get { return null; } set { } } public EventCamera EventCamera { get { return null; } set { } } public GameObject FieldCameraShake // FieldCameraShake { get { return null; } set { } } public GameObject TargetRangeOffset // FieldFloatMove { get { return null; } set { } } public float Fov { get { return 0.0f; } set { } } public GameObject AfterImage // AfterImage { get { return null; } set { } } public float TargetRange { get { return 0.0f; } set { } } }