| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262 | using System;using System.Collections.Generic;using DG.Tweening;using Unity.Mathematics;using Unity.VisualScripting;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI;public class CameraBirdSec : MonoBehaviour{    public Action beginDrag;    public Transform target; // 目标对象,摄像头将朝向此对象    public float smoothSpeed = 0.125f; // 摄像头平滑移动的速度    public float scrollSensitivity = 5f; // 鼠标滚轮的灵敏度    public float rotateSpeed = 0.25f;    public float translateSpeed = 3f;    public float minDistance = 5f; // 摄像头与目标对象的最小距离    public float maxDistance = 50f; // 摄像头与目标对象的最大距离    public float currentDistance; // 当前摄像头与目标对象的距离    private Vector3 offset; // 摄像头与目标对象的偏移量    private Vector3 velocity = Vector3.zero; // 摄像头移动的速度    private bool isDragging = false; // 是否正在拖拽    private Vector3 lastMousePosition; // 上一帧鼠标位置    public Canvas canvas;    public float rotateYAngle = 0.0f;    public float rotateXAngle = 0.0f;    public Action<float> OnDistanceChange;    public float min_X;    public float max_X;    public float min_Y;    public float max_Y;    public bool fixMoveRange = false;    public bool detailLod = false;    bool isRotate = false;    bool onUI = false;    private Vector3 lastMouseMapPoint;    private Camera _camera;    private bool scrollTargetLock = false;    void Start()    {        _camera = this.GetComponent<Camera>();        // 计算偏移量        offset = transform.position - target.position;    }    private bool GetPointerOverUIElement(out GameObject uiElement)    {        uiElement = null;        PointerEventData pointerEventData = new PointerEventData(EventSystem.current)        {            position = Input.mousePosition        };        RaycastResult raycastResult = new RaycastResult();        List<RaycastResult> results = new List<RaycastResult>();        GraphicRaycaster raycaster = canvas.GetComponent<GraphicRaycaster>();        if (raycaster != null)        {            raycaster.Raycast(pointerEventData, results);            if (results.Count > 0)            {                raycastResult = results[0];                uiElement = raycastResult.gameObject;                return true;            }        }        return false;    }    private bool IsPointerOverUIElement()    {        bool specialUI = false;        if (GetPointerOverUIElement(out GameObject uiElement))        {            // 获取 UI 元素的类型            if (uiElement.TryGetComponent<Button>(out Button button))            {                if (uiElement.transform.TryGetComponent<RuntimePoint>(out RuntimePoint rp))                {                    specialUI = true;                }            }        }        // 检查当前鼠标位置是否在 UI 上        return EventSystem.current.IsPointerOverGameObject() && !specialUI;    }    void LateUpdate()    {        onUI = false;        if (IsPointerOverUIElement()) onUI = true;        translateSpeed = currentDistance / 1000.0f;        // 鼠标滚轮控制摄像头远近        if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)        {            //定一个鼠标在地图上的位置            var mousePos = Input.mousePosition;            mousePos.z = math.abs(target.position.z - this.transform.position.z);            lastMouseMapPoint = _camera.ScreenToWorldPoint(mousePos);            scrollTargetLock = true;            if (detailLod)            {                scrollSensitivity = math.clamp(currentDistance, 0, 10);                // 更新当前距离                currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;                // 确保距离在允许的范围内                currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);                //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;                OnDistanceChange?.Invoke(currentDistance);            }            else            {                OnDistanceChange?.Invoke(Input.GetAxis("Mouse ScrollWheel"));            }        }        // 鼠标左键拖拽平移摄像头        if (Input.GetMouseButtonDown(1) && !onUI)        {            beginDrag?.Invoke();            isDragging = true;            lastMousePosition = Input.mousePosition;        }        else if (Input.GetMouseButtonUp(1))        {            isDragging = false;        }        if (isDragging)        {            // 计算鼠标移动的偏移量            Vector3 mouseOffset = Input.mousePosition - lastMousePosition;            // 根据偏移量计算摄像头的目标位置            Vector3 moveDirection = Vector3.down * mouseOffset.y * translateSpeed +                                    Vector3.left * mouseOffset.x * translateSpeed;            // 平滑移动摄像头到目标位置            target.position += moveDirection;            //限制移动范围            if (fixMoveRange)            {                Vector3 finalPos = target.localPosition;                finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);                finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);                target.localPosition = finalPos;            }            // 计算目标位置            Vector3 targetPosition = target.position +                                     Quaternion.Euler(new Vector3(rotateXAngle, 0, 0)) * offset.normalized *                                     currentDistance;            // 摄像头平滑移动到目标位置            transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);        }        else        {            if (isRotate)            {                Blink();            }            else            {                // 计算目标位置                Vector3 targetPosition = target.position +                                         Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) *                                         offset.normalized * currentDistance;                // 摄像头平滑移动到目标位置                //transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);                transform.position = targetPosition; //Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);                //if (Vector3.Distance(transform.position, targetPosition) < 1) {                //    transform.position = targetPosition;                //}                if (scrollTargetLock)                {                    //现在鼠标位置在地图上的点                    var mousePos = Input.mousePosition;                    mousePos.z = math.abs(target.position.z - this.transform.position.z);                    var nowMouseMapPoint = _camera.ScreenToWorldPoint(mousePos);                    var mouseMoveDir = (nowMouseMapPoint - lastMouseMapPoint).normalized;                    var mouseMoveDistance = Vector3.Distance(nowMouseMapPoint, lastMouseMapPoint);                    target.position -= mouseMoveDir * mouseMoveDistance;                    if (fixMoveRange)                    {                        Vector3 finalPos = target.localPosition;                        finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);                        finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);                        target.localPosition = finalPos;                    }                    scrollTargetLock = false;                }            }        }        lastMousePosition = Input.mousePosition;    }    public void Blink()    {        // 计算目标位置        Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) *            offset.normalized * currentDistance;        // 摄像头平滑移动到目标位置        transform.position = targetPosition;        //摄像头朝向目标对象        transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up);    }    public void SetRange(float _minX, float _maxX, float _minY, float _maxY)    {        min_X = _minX;        max_X = _maxX;        min_Y = _minY;        max_Y = _maxY;        //限制移动范围        if (fixMoveRange)        {            Vector3 finalPos = target.localPosition;            finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);            finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);            target.localPosition = finalPos;        }    }    public void SetCameraToCenterFade(Vector3 centerPos, float distance = 300)    {        MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();        fader.gameObject.SetActive(true);        fader.material.DOColor(Color.white, 0.1f).onComplete = () =>        {            fader.material.DOColor(Color.clear, 1.5f).onComplete = () => { fader.gameObject.SetActive(false); };        };        this.target.localPosition = centerPos;        DOTween.To(() => this.currentDistance, x => this.currentDistance = x, distance, 0.5f);        this.Blink();    }}
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