| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129 | 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<DepthFog>().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);    }}
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