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修改一下滚轮移动的步进值

Void_F 4 months ago
parent
commit
14f1198784
1 changed files with 3 additions and 2 deletions
  1. 3 2
      Assets/AIPagedLod/Scripts/WebGL/CameraBirdSec.cs

+ 3 - 2
Assets/AIPagedLod/Scripts/WebGL/CameraBirdSec.cs

@@ -124,7 +124,8 @@ public class CameraBirdSec : MonoBehaviour
                 float offSetY =   Screen.height * 0.5f-Input.mousePosition.y;
                 float offSetY =   Screen.height * 0.5f-Input.mousePosition.y;
                 Vector3 moveDirection = Vector3.down * offSetY*translateSpeed + Vector3.left * offSetX*translateSpeed;
                 Vector3 moveDirection = Vector3.down * offSetY*translateSpeed + Vector3.left * offSetX*translateSpeed;
                 // 平滑移动摄像头到目标位置
                 // 平滑移动摄像头到目标位置
-                target.position += moveDirection;
+                float cameraDistanceRange = Mathf.Clamp(currentDistance * 1.0f / maxDistance * 1.0f, 0.5f, 0.9f); 
+                target.position += moveDirection.normalized*cameraDistanceRange;
                 //限制移动范围
                 //限制移动范围
                 if (fixMoveRange)
                 if (fixMoveRange)
                 {
                 {
@@ -135,7 +136,7 @@ public class CameraBirdSec : MonoBehaviour
                 }
                 }
                 Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance;
                 Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance;
                 // 摄像头平滑移动到目标位置
                 // 摄像头平滑移动到目标位置
-                transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);
+                transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed*2);
             }
             }
         }
         }