CameraBird.cs 5.9 KB

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  1. using DG.Tweening;
  2. using System;
  3. using Unity.Mathematics;
  4. using Unity.VisualScripting;
  5. using UnityEngine;
  6. using UnityEngine.EventSystems;
  7. public class CameraBird : MonoBehaviour
  8. {
  9. public Transform target; // 目标对象,摄像头将朝向此对象
  10. public float smoothSpeed = 0.125f; // 摄像头平滑移动的速度
  11. public float scrollSensitivity = 5f; // 鼠标滚轮的灵敏度
  12. public float rotateSpeed = 0.25f;
  13. public float translateSpeed = 3f;
  14. public float minDistance = 5f; // 摄像头与目标对象的最小距离
  15. public float maxDistance = 50f; // 摄像头与目标对象的最大距离
  16. public float currentDistance; // 当前摄像头与目标对象的距离
  17. private Vector3 offset; // 摄像头与目标对象的偏移量
  18. private Vector3 velocity = Vector3.zero; // 摄像头移动的速度
  19. private bool isDragging = false; // 是否正在拖拽
  20. private Vector3 lastMousePosition; // 上一帧鼠标位置
  21. public float rotateYAngle = 0.0f;
  22. public float rotateXAngle = 0.0f;
  23. bool isRotate = false;
  24. bool onUI = false;
  25. public bool onScroll;
  26. float scrollCountDown = 0.5f;
  27. void Start()
  28. {
  29. // 初始化当前距离为初始偏移量的距离
  30. currentDistance = Vector3.Distance(transform.position, target.position);
  31. // 确保初始距离在允许的范围内
  32. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  33. // 计算偏移量
  34. offset = transform.position - target.position;
  35. }
  36. private bool IsPointerOverUIElement()
  37. {
  38. // 检查当前鼠标位置是否在 UI 上
  39. return EventSystem.current.IsPointerOverGameObject();
  40. }
  41. void LateUpdate()
  42. {
  43. onUI = false;
  44. if (IsPointerOverUIElement()) onUI = true;
  45. this.GetComponent<Camera>().nearClipPlane = currentDistance / 100.0f;
  46. // 鼠标滚轮控制摄像头远近
  47. if (Input.GetAxis("Mouse ScrollWheel") != 0 && !onUI)
  48. {
  49. // 更新当前距离
  50. currentDistance -= Input.GetAxis("Mouse ScrollWheel") * scrollSensitivity;
  51. // 确保距离在允许的范围内
  52. currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
  53. scrollCountDown = 0.5f;
  54. onScroll = true;
  55. //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
  56. }
  57. else {
  58. scrollCountDown -= Time.deltaTime;
  59. if (scrollCountDown < 0) {
  60. onScroll = false;
  61. }
  62. }
  63. translateSpeed = currentDistance / 600f;
  64. scrollSensitivity = currentDistance / 16.0f * currentDistance / 16.0f;
  65. scrollSensitivity = Mathf.Clamp(scrollSensitivity, 10, 4000);
  66. if (Input.GetMouseButton(2))
  67. {
  68. rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
  69. rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed;
  70. isRotate = true;
  71. }
  72. else {
  73. isRotate = false;
  74. }
  75. // 鼠标左键拖拽平移摄像头
  76. if (Input.GetMouseButtonDown(0) && !onUI)
  77. {
  78. isDragging = true;
  79. lastMousePosition = Input.mousePosition;
  80. }
  81. else if (Input.GetMouseButtonUp(0))
  82. {
  83. isDragging = false;
  84. }
  85. if (isDragging)
  86. {
  87. // 计算鼠标移动的偏移量
  88. Vector3 mouseOffset = Input.mousePosition - lastMousePosition;
  89. // 根据偏移量计算摄像头的目标位置
  90. Vector3 moveDirection = new Vector3(transform.forward.x, 0, transform.forward.z) * -mouseOffset.y * translateSpeed + new Vector3(transform.right.x, 0, transform.right.z) * -mouseOffset.x * translateSpeed;
  91. // 平滑移动摄像头到目标位置
  92. target.position += moveDirection;
  93. // 计算目标位置
  94. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  95. // 摄像头平滑移动到目标位置
  96. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed * 2);
  97. }
  98. else
  99. {
  100. if (isRotate)
  101. {
  102. Blink();
  103. }
  104. else
  105. {
  106. // 计算目标位置
  107. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  108. // 摄像头平滑移动到目标位置
  109. transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);
  110. }
  111. }
  112. lastMousePosition = Input.mousePosition;
  113. }
  114. public void Blink()
  115. {
  116. // 计算目标位置
  117. Vector3 targetPosition = target.position + Quaternion.Euler(new Vector3(rotateXAngle, rotateYAngle, 0)) * offset.normalized * currentDistance;
  118. // 摄像头平滑移动到目标位置
  119. transform.position = targetPosition;
  120. //摄像头朝向目标对象
  121. transform.rotation = Quaternion.LookRotation(target.position - this.transform.position, Vector3.up);
  122. }
  123. public void SetCameraToCenterFade(Vector3 centerPos,float distance = 300)
  124. {
  125. if (onUI) {
  126. return;
  127. }
  128. MeshRenderer fader = this.transform.GetChild(0).GetComponent<MeshRenderer>();
  129. fader.gameObject.SetActive(true);
  130. fader.material.DOColor(Color.white, 0.1f).onComplete = () =>
  131. {
  132. fader.material.DOColor(Color.clear, 1.5f).onComplete = () =>
  133. {
  134. fader.gameObject.SetActive(false);
  135. };
  136. };
  137. this.target.localPosition = centerPos;
  138. DOTween.To(()=>this.currentDistance,x=>this.currentDistance=x, distance,0.5f);
  139. this.Blink();
  140. }
  141. void Update()
  142. {
  143. }
  144. }