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. bool isRotate = false;
  34. bool onUI = false;
  35. void Start()
  36. {
  37. // 初始化当前距离为初始偏移量的距离
  38. currentDistance = Vector3.Distance(transform.position, target.position);
  39. Debug.Log(currentDistance);
  40. // 确保初始距离在允许的范围内
  41. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  42. // 计算偏移量
  43. offset = transform.position - target.position;
  44. OnDistanceChange?.Invoke(currentDistance);
  45. }
  46. private bool GetPointerOverUIElement(out GameObject uiElement)
  47. {
  48. uiElement = null;
  49. PointerEventData pointerEventData = new PointerEventData(EventSystem.current)
  50. {
  51. position = Input.mousePosition
  52. };
  53. RaycastResult raycastResult = new RaycastResult();
  54. List<RaycastResult> results = new List<RaycastResult>();
  55. GraphicRaycaster raycaster = canvas.GetComponent<GraphicRaycaster>();
  56. if (raycaster != null)
  57. {
  58. raycaster.Raycast(pointerEventData, results);
  59. if (results.Count > 0)
  60. {
  61. raycastResult = results[0];
  62. uiElement = raycastResult.gameObject;
  63. return true;
  64. }
  65. }
  66. return false;
  67. }
  68. private bool IsPointerOverUIElement()
  69. {
  70. bool specialUI = false;
  71. if (GetPointerOverUIElement(out GameObject uiElement))
  72. {
  73. // 获取 UI 元素的类型
  74. if (uiElement.TryGetComponent<Button>(out Button button))
  75. {
  76. if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp)) {
  77. specialUI = true;
  78. }
  79. }
  80. }
  81. // 检查当前鼠标位置是否在 UI 上
  82. return EventSystem.current.IsPointerOverGameObject() && !specialUI;
  83. }
  84. void LateUpdate()
  85. {
  86. onUI = false;
  87. if (IsPointerOverUIElement()) onUI = true;
  88. translateSpeed = currentDistance / 1000.0f;
  89. // 鼠标滚轮控制摄像头远近
  90. if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)
  91. {
  92. scrollSensitivity = math.clamp(currentDistance, 0, 10);
  93. // 更新当前距离
  94. currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;
  95. // 确保距离在允许的范围内
  96. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  97. //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
  98. OnDistanceChange?.Invoke(currentDistance);
  99. }
  100. //if (Input.GetMouseButton(2))
  101. //{
  102. // rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
  103. // rotateXAngle = Mathf.Clamp(rotateXAngle, -36f, 36f);
  104. // isRotate = true;
  105. //}
  106. //else {
  107. // isRotate = false;
  108. //}
  109. // 鼠标左键拖拽平移摄像头
  110. if (Input.GetMouseButtonDown(0) && !onUI)
  111. {
  112. beginDrag?.Invoke();
  113. isDragging = true;
  114. lastMousePosition = Input.mousePosition;
  115. }
  116. else if (Input.GetMouseButtonUp(0))
  117. {
  118. isDragging = false;
  119. }
  120. if (isDragging)
  121. {
  122. // 计算鼠标移动的偏移量
  123. Vector3 mouseOffset = Input.mousePosition - lastMousePosition;
  124. // 根据偏移量计算摄像头的目标位置
  125. Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed + Vector3.left * mouseOffset.x * translateSpeed;
  126. // 平滑移动摄像头到目标位置
  127. target.position += moveDirection;
  128. //限制移动范围
  129. if (fixMoveRange)
  130. {
  131. Vector3 finalPos=target.localPosition;
  132. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  133. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  134. target.localPosition = finalPos;
  135. }
  136. // 计算目标位置
  137. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized * currentDistance;
  138. // 摄像头平滑移动到目标位置
  139. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);
  140. }
  141. else
  142. {
  143. if (isRotate)
  144. {
  145. Blink();
  146. }
  147. else
  148. {
  149. // 计算目标位置
  150. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  151. // 摄像头平滑移动到目标位置
  152. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);
  153. //if (Vector3.Distance(transform.position, targetPosition) < 1) {
  154. // transform.position = targetPosition;
  155. //}
  156. }
  157. }
  158. lastMousePosition = Input.mousePosition;
  159. }
  160. public void Blink()
  161. {
  162. // 计算目标位置
  163. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  164. // 摄像头平滑移动到目标位置
  165. transform.position = targetPosition;
  166. //摄像头朝向目标对象
  167. transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up);
  168. }
  169. public void SetRange(float _minX,float _maxX,float _minY,float _maxY)
  170. {
  171. min_X = _minX;
  172. max_X = _maxX;
  173. min_Y = _minY;
  174. max_Y = _maxY;
  175. //限制移动范围
  176. if (fixMoveRange)
  177. {
  178. Vector3 finalPos=target.localPosition;
  179. finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);
  180. finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);
  181. target.localPosition = finalPos;
  182. }
  183. }
  184. public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300)
  185. {
  186. MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();
  187. fader.gameObject.SetActive(true);
  188. fader.material.DOColor(Color.white, 0.1f).onComplete = () =>
  189. {
  190. fader.material.DOColor(Color.clear, 1.5f).onComplete = () =>
  191. {
  192. fader.gameObject.SetActive(false);
  193. };
  194. };
  195. this.target.localPosition = centerPos;
  196. DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f);
  197. this.Blink();
  198. }
  199. void Update()
  200. {
  201. }
  202. }