CameraBirdSec.cs 7.2 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 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 velocity = Vector3.zero; // 摄像头移动的速度
  20. private bool isDragging = false; // 是否正在拖拽
  21. private Vector3 lastMousePosition; // 上一帧鼠标位置
  22. public Canvas canvas;
  23. public float rotateYAngle = 0.0f;
  24. public float rotateXAngle = 0.0f;
  25. public Action<float> OnDistanceChange;
  26. public float min_X;
  27. public float max_X;
  28. public float min_Y;
  29. public float max_Y;
  30. public bool fixMoveRange = false;
  31. public bool detailLod = false;
  32. bool onUI = false;
  33. private Camera _camera;
  34. void Start()
  35. {
  36. _camera = this.GetComponent<Camera>();
  37. }
  38. private bool GetPointerOverUIElement(out GameObject uiElement)
  39. {
  40. uiElement = null;
  41. PointerEventData pointerEventData = new PointerEventData(EventSystem.current)
  42. {
  43. position = Input.mousePosition
  44. };
  45. RaycastResult raycastResult = new RaycastResult();
  46. List<RaycastResult> results = new List<RaycastResult>();
  47. GraphicRaycaster raycaster = canvas.GetComponent<GraphicRaycaster>();
  48. if (raycaster != null)
  49. {
  50. raycaster.Raycast(pointerEventData, results);
  51. if (results.Count > 0)
  52. {
  53. raycastResult = results[0];
  54. uiElement = raycastResult.gameObject;
  55. return true;
  56. }
  57. }
  58. return false;
  59. }
  60. private bool IsPointerOverUIElement()
  61. {
  62. bool specialUI = false;
  63. if (GetPointerOverUIElement(out GameObject uiElement))
  64. {
  65. // 获取 UI 元素的类型
  66. if (uiElement.TryGetComponent<Button>(out Button button))
  67. {
  68. if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp))
  69. {
  70. specialUI = true;
  71. }
  72. }
  73. }
  74. // 检查当前鼠标位置是否在 UI 上
  75. return EventSystem.current.IsPointerOverGameObject() && !specialUI;
  76. }
  77. void LateUpdate()
  78. {
  79. onUI = false;
  80. if (IsPointerOverUIElement()) onUI = true;
  81. translateSpeed = currentDistance / 1000.0f;
  82. // 鼠标滚轮控制摄像头远近
  83. if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)
  84. {
  85. //定一个鼠标在地图上的位置
  86. var mousePosOnMap = Input.mousePosition;
  87. mousePosOnMap.z = math.abs(-582 - this.transform.position.z);
  88. mousePosOnMap = _camera.ScreenToWorldPoint(mousePosOnMap);
  89. var cameraPosOnMap = this.transform.position;
  90. cameraPosOnMap.z = -582;
  91. var distance_y = Vector3.Distance(cameraPosOnMap, this.transform.position);
  92. var distance_x = Vector3.Distance(cameraPosOnMap, mousePosOnMap);
  93. var dir_x = (mousePosOnMap - cameraPosOnMap).normalized;
  94. if (detailLod)
  95. {
  96. scrollSensitivity = math.clamp(currentDistance, 0, 10);
  97. // 更新当前距离
  98. currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;
  99. // 确保距离在允许的范围内
  100. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  101. //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
  102. OnDistanceChange?.Invoke(currentDistance);
  103. }
  104. else
  105. {
  106. OnDistanceChange?.Invoke(Input.GetAxis("Mouse ScrollWheel"));
  107. }
  108. Vector3 targetPosition = transform.position;
  109. targetPosition.z = -582 - currentDistance;
  110. var distance_y_after = Vector3.Distance(targetPosition, cameraPosOnMap);
  111. var targetScale = distance_y_after / distance_y;
  112. var moveDistance = (distance_x * targetScale)-distance_x;
  113. var finalPos = targetPosition - dir_x * moveDistance;
  114. //限制移动范围
  115. if (fixMoveRange)
  116. {
  117. Vector3 finalPos_Fix = finalPos;
  118. finalPos_Fix.x = Mathf.Clamp(finalPos_Fix.x, min_X, max_X);
  119. finalPos_Fix.y = Mathf.Clamp(finalPos_Fix.y, min_Y, max_Y);
  120. finalPos = finalPos_Fix;
  121. }
  122. transform.position = finalPos;
  123. }
  124. // 鼠标左键拖拽平移摄像头
  125. if (Input.GetMouseButtonDown(1) && !onUI)
  126. {
  127. beginDrag?.Invoke();
  128. isDragging = true;
  129. lastMousePosition = Input.mousePosition;
  130. }
  131. else if (Input.GetMouseButtonUp(1))
  132. {
  133. isDragging = false;
  134. }
  135. if (isDragging)
  136. {
  137. // 计算鼠标移动的偏移量
  138. Vector3 mouseOffset = Input.mousePosition - lastMousePosition;
  139. // 根据偏移量计算摄像头的目标位置
  140. Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed +
  141. Vector3.left * mouseOffset.x * translateSpeed;
  142. Vector3 targetPosition=transform.position+ moveDirection;
  143. //限制移动范围
  144. if (fixMoveRange)
  145. {
  146. Vector3 finalPos = targetPosition;
  147. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  148. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  149. targetPosition = finalPos;
  150. }
  151. transform.position = targetPosition;
  152. }
  153. lastMousePosition = Input.mousePosition;
  154. }
  155. public void SetRange(float _minX, float _maxX, float _minY, float _maxY)
  156. {
  157. min_X = _minX;
  158. max_X = _maxX;
  159. min_Y = _minY;
  160. max_Y = _maxY;
  161. //限制移动范围
  162. if (fixMoveRange)
  163. {
  164. Vector3 finalPos = transform.position;
  165. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  166. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  167. transform.position = finalPos;
  168. }
  169. }
  170. public void SetCameraToCenterFade(Vector3 centerPos, float distance = 300)
  171. {
  172. MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();
  173. fader.gameObject.SetActive(true);
  174. fader.material.DOColor(Color.white, 0.1f).onComplete = () =>
  175. {
  176. fader.material.DOColor(Color.clear, 1.5f).onComplete = () => { fader.gameObject.SetActive(false); };
  177. };
  178. centerPos.z = -582 - currentDistance;
  179. transform.position = centerPos;
  180. }
  181. }