using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ModelCameraCtrl : MonoBehaviour { public static ModelCameraCtrl _Instance; public Camera _camera; public float smoothSpeed = 5f; // 摄像头平滑移动的速度 public float scrollSensitivity = 65f; // 鼠标滚轮的灵敏度 public float rotateSpeed =3f; public float translateSpeed = 0.8f; 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 public float rotateYAngle = 0.0f; public float rotateXAngle = 0.0f; bool isRotate = false; bool onUI = false; private void Awake() { _Instance = this; } public void SetCameraActive(bool flag) { _camera.enabled = flag; } private void Start() { SetCameraActive(false); // 初始化当前距离为初始偏移量的距离 currentDistance = Vector3.Distance(_camera.transform.position, this.transform.position); // 确保初始距离在允许的范围内 currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance); offset = _camera.transform.position - this.transform.position; } public void SetCameraPos(Transform pos,float distance,Vector2 rota) { currentDistance = distance; this.transform.position = pos.position; rotateXAngle = rota.x; rotateYAngle = rota.y; } 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(0)&& onUI) { rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed; rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed; isRotate = true; } else { isRotate = false; } if (isRotate) { Blink(); } else { // 计算目标位置 Vector3 targetPosition = this.transform.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; // 摄像头平滑移动到目标位置 _camera.transform.position = Vector3.Lerp(_camera.transform.position, targetPosition, Time.deltaTime * smoothSpeed); } } private bool IsPointerOverUIElement() { // 检查当前鼠标位置是否在 UI 上 return EventSystem.current.IsPointerOverGameObject(); } public void Blink() { // 计算目标位置 Vector3 targetPosition = this.transform.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance; // 摄像头平滑移动到目标位置 _camera.transform.position = targetPosition; //摄像头朝向目标对象 _camera.transform.transform.rotation = Quaternion.LookRotation(this.transform.position - _camera.transform.position, Vector3.up); } }