CameraBirdSec.cs 7.8 KB

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