| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217 | 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 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 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 onUI = false;    private Camera _camera;    void Start()    {        _camera = this.GetComponent<Camera>();    }    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 mousePosOnMap = Input.mousePosition;            mousePosOnMap.z = math.abs(-582 - this.transform.position.z);            mousePosOnMap = _camera.ScreenToWorldPoint(mousePosOnMap);            var cameraPosOnMap = this.transform.position;            cameraPosOnMap.z = -582;            var distance_y = Vector3.Distance(cameraPosOnMap, this.transform.position);            var distance_x = Vector3.Distance(cameraPosOnMap, mousePosOnMap);            var dir_x = (mousePosOnMap - cameraPosOnMap).normalized;                                    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"));            }            Vector3 targetPosition = transform.position;            targetPosition.z = -582 - currentDistance;            var distance_y_after = Vector3.Distance(targetPosition, cameraPosOnMap);            var targetScale = distance_y_after / distance_y;            var moveDistance = (distance_x * targetScale)-distance_x;            var finalPos = targetPosition - dir_x * moveDistance;                        //限制移动范围            if (fixMoveRange)            {                Vector3 finalPos_Fix = finalPos;                finalPos_Fix.x = Mathf.Clamp(finalPos_Fix.x, min_X, max_X);                finalPos_Fix.y = Mathf.Clamp(finalPos_Fix.y, min_Y, max_Y);                finalPos = finalPos_Fix;            }                        transform.position = finalPos;        }        // 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;                        Vector3 targetPosition=transform.position+ moveDirection;            //限制移动范围            if (fixMoveRange)            {                Vector3 finalPos = targetPosition;                finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);                finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);                targetPosition = finalPos;            }            transform.position = targetPosition;        }        lastMousePosition = Input.mousePosition;    }        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 = transform.position;            finalPos.x = Mathf.Clamp(finalPos.x, min_X, max_X);            finalPos.y = Mathf.Clamp(finalPos.y, min_Y, max_Y);            transform.position = 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); };        };        centerPos.z = -582 - currentDistance;        transform.position = centerPos;    }}
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