CameraBird.cs 5.5 KB

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  1. using DG.Tweening;
  2. using System;
  3. using Unity.Mathematics;
  4. using Unity.VisualScripting;
  5. using UnityEngine;
  6. using UnityEngine.EventSystems;
  7. public class CameraBird : MonoBehaviour
  8. {
  9. public Transform target; // 目标对象,摄像头将朝向此对象
  10. public float smoothSpeed = 0.125f; // 摄像头平滑移动的速度
  11. public float scrollSensitivity = 5f; // 鼠标滚轮的灵敏度
  12. public float rotateSpeed = 0.25f;
  13. public float translateSpeed = 3f;
  14. public float minDistance = 5f; // 摄像头与目标对象的最小距离
  15. public float maxDistance = 50f; // 摄像头与目标对象的最大距离
  16. public float currentDistance; // 当前摄像头与目标对象的距离
  17. private Vector3 offset; // 摄像头与目标对象的偏移量
  18. private Vector3 velocity = Vector3.zero; // 摄像头移动的速度
  19. private bool isDragging = false; // 是否正在拖拽
  20. private Vector3 lastMousePosition; // 上一帧鼠标位置
  21. public float rotateYAngle = 0.0f;
  22. public float rotateXAngle = 0.0f;
  23. bool isRotate = false;
  24. bool onUI = false;
  25. void Start()
  26. {
  27. // 初始化当前距离为初始偏移量的距离
  28. currentDistance = Vector3.Distance(transform.position, target.position);
  29. // 确保初始距离在允许的范围内
  30. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  31. // 计算偏移量
  32. offset = transform.position - target.position;
  33. }
  34. private bool IsPointerOverUIElement()
  35. {
  36. // 检查当前鼠标位置是否在 UI 上
  37. return EventSystem.current.IsPointerOverGameObject();
  38. }
  39. void LateUpdate()
  40. {
  41. onUI = false;
  42. if (IsPointerOverUIElement()) onUI = true;
  43. // 鼠标滚轮控制摄像头远近
  44. if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)
  45. {
  46. // 更新当前距离
  47. currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;
  48. // 确保距离在允许的范围内
  49. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  50. //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
  51. }
  52. translateSpeed = currentDistance / 600f;
  53. scrollSensitivity = currentDistance / 16.0f * currentDistance / 16.0f;
  54. scrollSensitivity = Mathf.Clamp(scrollSensitivity, 10, 4000);
  55. if (Input.GetMouseButton(2))
  56. {
  57. rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
  58. rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed;
  59. isRotate = true;
  60. }
  61. else {
  62. isRotate = false;
  63. }
  64. // 鼠标左键拖拽平移摄像头
  65. if (Input.GetMouseButtonDown(0) && !onUI)
  66. {
  67. isDragging = true;
  68. lastMousePosition = Input.mousePosition;
  69. }
  70. else if (Input.GetMouseButtonUp(0))
  71. {
  72. isDragging = false;
  73. }
  74. if (isDragging)
  75. {
  76. // 计算鼠标移动的偏移量
  77. Vector3 mouseOffset = Input.mousePosition - lastMousePosition;
  78. // 根据偏移量计算摄像头的目标位置
  79. 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;
  80. // 平滑移动摄像头到目标位置
  81. target.position += moveDirection;
  82. // 计算目标位置
  83. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  84. // 摄像头平滑移动到目标位置
  85. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);
  86. }
  87. else
  88. {
  89. if (isRotate)
  90. {
  91. Blink();
  92. }
  93. else
  94. {
  95. // 计算目标位置
  96. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  97. // 摄像头平滑移动到目标位置
  98. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);
  99. }
  100. }
  101. lastMousePosition = Input.mousePosition;
  102. }
  103. public void Blink()
  104. {
  105. // 计算目标位置
  106. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  107. // 摄像头平滑移动到目标位置
  108. transform.position = targetPosition;
  109. //摄像头朝向目标对象
  110. transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up);
  111. }
  112. public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300)
  113. {
  114. MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();
  115. fader.gameObject.SetActive(true);
  116. fader.material.DOColor(Color.white, 0.1f).onComplete = () =>
  117. {
  118. fader.material.DOColor(Color.clear, 1.5f).onComplete = () =>
  119. {
  120. fader.gameObject.SetActive(false);
  121. };
  122. };
  123. this.target.localPosition = centerPos;
  124. DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f);
  125. this.Blink();
  126. }
  127. void Update()
  128. {
  129. }
  130. }