using DG.Tweening; using System; using Unity.Mathematics; using Unity.VisualScripting; using UnityEngine; using UnityEngine.EventSystems; public class CameraBird : MonoBehaviour { public Transform target; // 目标对象,摄像头将朝向此对象 public float smoothSpeed = 0.125f; // 摄像头平滑移动的速度 public float scrollSensitivity = 5f; // 鼠标滚轮的灵敏度 public float rotateSpeed = 0.25f; public float translateSpeed = 3f; public float minDistance = 5f; // 摄像头与目标对象的最小距离 public float maxDistance = 50f; // 摄像头与目标对象的最大距离 public float currentDistance; // 当前摄像头与目标对象的距离 private Vector3 offset; // 摄像头与目标对象的偏移量 private Vector3 velocity = Vector3.zero; // 摄像头移动的速度 private bool isDragging = false; // 是否正在拖拽 private Vector3 lastMousePosition; // 上一帧鼠标位置 public float rotateYAngle = 0.0f; public float rotateXAngle = 0.0f; bool isRotate = false; bool onUI = false; void Start() { // 初始化当前距离为初始偏移量的距离 currentDistance = Vector3.Distance(transform.position, target.position); // 确保初始距离在允许的范围内 currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance); // 计算偏移量 offset = transform.position - target.position; } private bool IsPointerOverUIElement() { // 检查当前鼠标位置是否在 UI 上 return EventSystem.current.IsPointerOverGameObject(); } void LateUpdate() { onUI = false; if (IsPointerOverUIElement()) onUI = true; // 鼠标滚轮控制摄像头远近 if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI) { // 更新当前距离 currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity; // 确保距离在允许的范围内 currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance); //this.GetComponent().Height = 400000 / currentDistance; } translateSpeed = currentDistance / 600f; scrollSensitivity = currentDistance / 16.0f * currentDistance / 16.0f; scrollSensitivity = Mathf.Clamp(scrollSensitivity, 10, 4000); if (Input.GetMouseButton(2)) { rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed; rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed; isRotate = true; } else { isRotate = false; } // 鼠标左键拖拽平移摄像头 if (Input.GetMouseButtonDown(0) && !onUI) { isDragging = true; lastMousePosition = Input.mousePosition; } else if (Input.GetMouseButtonUp(0)) { isDragging = false; } if (isDragging) { // 计算鼠标移动的偏移量 Vector3 mouseOffset = Input.mousePosition - lastMousePosition; // 根据偏移量计算摄像头的目标位置 Vector3 moveDirection = new Vector3(transform.forward.x, 0, transform.forward.z) * -mouseOffset.y * translateSpeed + new Vector3(transform.right.x, 0, transform.right.z) * -mouseOffset.x * translateSpeed; // 平滑移动摄像头到目标位置 target.position += moveDirection; // 计算目标位置 Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; // 摄像头平滑移动到目标位置 transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2); } else { if (isRotate) { Blink(); } else { // 计算目标位置 Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; // 摄像头平滑移动到目标位置 transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed); } } lastMousePosition = Input.mousePosition; } public void Blink() { // 计算目标位置 Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; // 摄像头平滑移动到目标位置 transform.position = targetPosition; //摄像头朝向目标对象 transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up); } public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300) { MeshRenderer fader = this.transform.GetChild(0).GetComponent(); fader.gameObject.SetActive(true); fader.material.DOColor(Color.white, 0.1f).onComplete = () => { fader.material.DOColor(Color.clear, 1.5f).onComplete = () => { fader.gameObject.SetActive(false); }; }; this.target.localPosition = centerPos; DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f); this.Blink(); } void Update() { } }