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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using UnityEngine.EventSystems;
 
- public class ModelCameraCtrl : MonoBehaviour
 
- {
 
-     public static ModelCameraCtrl _Instance;
 
-     public Camera _camera;
 
-     public float smoothSpeed = 5f; // 摄像头平滑移动的速度
 
-     public float scrollSensitivity = 65f; // 鼠标滚轮的灵敏度
 
-     public float rotateSpeed =3f;
 
-     public float translateSpeed = 0.8f;
 
-     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
 
-     public float rotateYAngle = 0.0f;
 
-     public float rotateXAngle = 0.0f;
 
-     bool isRotate = false;
 
-     bool onUI = false;
 
-     private void Awake()
 
-     {
 
-         _Instance = this;
 
-     }
 
-     public void SetCameraActive(bool flag)
 
-     {
 
-         _camera.enabled = flag;
 
-     }
 
-     private void Start()
 
-     {
 
-         SetCameraActive(false);
 
-         // 初始化当前距离为初始偏移量的距离
 
-         currentDistance = Vector3.Distance(_camera.transform.position, this.transform.position);
 
-         // 确保初始距离在允许的范围内
 
-         currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
 
-         offset = _camera.transform.position - this.transform.position;
 
-     }
 
-     public void SetCameraPos(Transform pos,float distance,Vector2 rota)
 
-     {
 
-         currentDistance = distance;
 
-         this.transform.position = pos.position;
 
-         rotateXAngle = rota.x;
 
-         rotateYAngle = rota.y;
 
-     }
 
-     void LateUpdate()
 
-     {
 
-         onUI = false;
 
-         if (IsPointerOverUIElement()) onUI = true;
 
-         // 鼠标滚轮控制摄像头远近
 
-         if (Input.GetAxis("Mouse ScrollWheel") != 0 && onUI)
 
-         {
 
-             // 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;
 
-         }
 
-         translateSpeed = currentDistance / 600f;
 
-         scrollSensitivity = currentDistance / 16.0f * currentDistance / 16.0f;
 
-         scrollSensitivity = Mathf.Clamp(scrollSensitivity, 10, 4000);
 
-         if (Input.GetMouseButton(2)&& onUI)
 
-         {
 
-             rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
 
-             rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed;
 
-             isRotate = true;
 
-         }
 
-         else
 
-         {
 
-             isRotate = false;
 
-         }
 
-         if (isRotate)
 
-         {
 
-             Blink();
 
-         }
 
-         else
 
-         {
 
-             // 计算目标位置
 
-             Vector3 targetPosition = this.transform.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) *
 
-                 offset.normalized * currentDistance;
 
-             // 摄像头平滑移动到目标位置
 
-             _camera.transform.position = Vector3.Lerp(_camera.transform.position, targetPosition, Time.deltaTime * smoothSpeed);
 
-         }
 
-     }
 
-     private bool IsPointerOverUIElement()
 
-     {
 
-         // 检查当前鼠标位置是否在 UI 上
 
-         return EventSystem.current.IsPointerOverGameObject();
 
-     }
 
-     public void Blink()
 
-     {
 
-         // 计算目标位置
 
-         Vector3 targetPosition = this.transform.position +
 
-                                  Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized *
 
-                                  currentDistance;
 
-         // 摄像头平滑移动到目标位置
 
-         _camera.transform.position = targetPosition;
 
-         //摄像头朝向目标对象
 
-         _camera.transform.transform.rotation =
 
-             Quaternion.LookRotation(this.transform.position - _camera.transform.position, Vector3.up);
 
-     }
 
- }
 
 
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