CameraBirdSec.cs 7.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using DG.Tweening;
  4. using Unity.Mathematics;
  5. using Unity.VisualScripting;
  6. using UnityEngine;
  7. using UnityEngine.EventSystems;
  8. using UnityEngine.UI;
  9. public class CameraBirdSec : MonoBehaviour
  10. {
  11. public Action beginDrag;
  12. public Transform target; // 目标对象,摄像头将朝向此对象
  13. public float smoothSpeed = 0.125f; // 摄像头平滑移动的速度
  14. public float scrollSensitivity = 5f; // 鼠标滚轮的灵敏度
  15. public float rotateSpeed = 0.25f;
  16. public float translateSpeed = 3f;
  17. public float minDistance = 5f; // 摄像头与目标对象的最小距离
  18. public float maxDistance = 50f; // 摄像头与目标对象的最大距离
  19. public float currentDistance; // 当前摄像头与目标对象的距离
  20. private Vector3 offset; // 摄像头与目标对象的偏移量
  21. private Vector3 velocity = Vector3.zero; // 摄像头移动的速度
  22. private bool isDragging = false; // 是否正在拖拽
  23. private Vector3 lastMousePosition; // 上一帧鼠标位置
  24. public Canvas canvas;
  25. public float rotateYAngle = 0.0f;
  26. public float rotateXAngle = 0.0f;
  27. public Action<float> OnDistanceChange;
  28. public float min_X;
  29. public float max_X;
  30. public float min_Y;
  31. public float max_Y;
  32. public bool fixMoveRange = false;
  33. public bool detailLod = false;
  34. bool isRotate = false;
  35. bool onUI = false;
  36. void Start()
  37. {
  38. // 初始化当前距离为初始偏移量的距离
  39. currentDistance = Vector3.Distance(transform.position, target.position);
  40. Debug.Log(currentDistance);
  41. // 确保初始距离在允许的范围内
  42. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  43. // 计算偏移量
  44. offset = transform.position - target.position;
  45. OnDistanceChange?.Invoke(currentDistance);
  46. }
  47. private bool GetPointerOverUIElement(out GameObject uiElement)
  48. {
  49. uiElement = null;
  50. PointerEventData pointerEventData = new PointerEventData(EventSystem.current)
  51. {
  52. position = Input.mousePosition
  53. };
  54. RaycastResult raycastResult = new RaycastResult();
  55. List<RaycastResult> results = new List<RaycastResult>();
  56. GraphicRaycaster raycaster = canvas.GetComponent<GraphicRaycaster>();
  57. if (raycaster != null)
  58. {
  59. raycaster.Raycast(pointerEventData, results);
  60. if (results.Count > 0)
  61. {
  62. raycastResult = results[0];
  63. uiElement = raycastResult.gameObject;
  64. return true;
  65. }
  66. }
  67. return false;
  68. }
  69. private bool IsPointerOverUIElement()
  70. {
  71. bool specialUI = false;
  72. if (GetPointerOverUIElement(out GameObject uiElement))
  73. {
  74. // 获取 UI 元素的类型
  75. if (uiElement.TryGetComponent<Button>(out Button button))
  76. {
  77. if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp)) {
  78. specialUI = true;
  79. }
  80. }
  81. }
  82. // 检查当前鼠标位置是否在 UI 上
  83. return EventSystem.current.IsPointerOverGameObject() && !specialUI;
  84. }
  85. void LateUpdate()
  86. {
  87. onUI = false;
  88. if (IsPointerOverUIElement()) onUI = true;
  89. translateSpeed = currentDistance / 1000.0f;
  90. // 鼠标滚轮控制摄像头远近
  91. if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)
  92. {
  93. if (detailLod)
  94. {
  95. scrollSensitivity = math.clamp(currentDistance, 0, 10);
  96. // 更新当前距离
  97. currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;
  98. // 确保距离在允许的范围内
  99. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  100. //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
  101. OnDistanceChange?.Invoke(currentDistance);
  102. }
  103. else
  104. {
  105. OnDistanceChange?.Invoke(Input.GetAxis("Mouse ScrollWheel"));
  106. }
  107. }
  108. // 鼠标左键拖拽平移摄像头
  109. if (Input.GetMouseButtonDown(0) && !onUI)
  110. {
  111. beginDrag?.Invoke();
  112. isDragging = true;
  113. lastMousePosition = Input.mousePosition;
  114. }
  115. else if (Input.GetMouseButtonUp(0))
  116. {
  117. isDragging = false;
  118. }
  119. if (isDragging)
  120. {
  121. // 计算鼠标移动的偏移量
  122. Vector3 mouseOffset = Input.mousePosition - lastMousePosition;
  123. // 根据偏移量计算摄像头的目标位置
  124. Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed + Vector3.left * mouseOffset.x * translateSpeed;
  125. // 平滑移动摄像头到目标位置
  126. target.position += moveDirection;
  127. //限制移动范围
  128. if (fixMoveRange)
  129. {
  130. Vector3 finalPos=target.localPosition;
  131. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  132. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  133. target.localPosition = finalPos;
  134. }
  135. // 计算目标位置
  136. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance;
  137. // 摄像头平滑移动到目标位置
  138. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);
  139. }
  140. else
  141. {
  142. if (isRotate)
  143. {
  144. Blink();
  145. }
  146. else
  147. {
  148. // 计算目标位置
  149. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  150. // 摄像头平滑移动到目标位置
  151. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);
  152. //if (Vector3.Distance(transform.position, targetPosition) < 1) {
  153. // transform.position = targetPosition;
  154. //}
  155. }
  156. }
  157. lastMousePosition = Input.mousePosition;
  158. }
  159. public void Blink()
  160. {
  161. // 计算目标位置
  162. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  163. // 摄像头平滑移动到目标位置
  164. transform.position = targetPosition;
  165. //摄像头朝向目标对象
  166. transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up);
  167. }
  168. public void SetRange(float _minX,float _maxX,float _minY,float _maxY)
  169. {
  170. min_X = _minX;
  171. max_X = _maxX;
  172. min_Y = _minY;
  173. max_Y = _maxY;
  174. //限制移动范围
  175. if (fixMoveRange)
  176. {
  177. Vector3 finalPos=target.localPosition;
  178. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  179. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  180. target.localPosition = finalPos;
  181. }
  182. }
  183. public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300)
  184. {
  185. MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();
  186. fader.gameObject.SetActive(true);
  187. fader.material.DOColor(Color.white, 0.1f).onComplete = () =>
  188. {
  189. fader.material.DOColor(Color.clear, 1.5f).onComplete = () =>
  190. {
  191. fader.gameObject.SetActive(false);
  192. };
  193. };
  194. this.target.localPosition = centerPos;
  195. DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f);
  196. this.Blink();
  197. }
  198. void Update()
  199. {
  200. }
  201. }