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- using DG.Tweening;
- using System;
- using Unity.Mathematics;
- using Unity.VisualScripting;
- using UnityEngine;
- using UnityEngine.EventSystems;
- public class CameraBird : MonoBehaviour
- {
- 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 float rotateYAngle = 0.0f;
- public float rotateXAngle = 0.0f;
- bool isRotate = false;
- bool onUI = false;
- public bool onScroll;
- float scrollCountDown = 0.5f;
- void Start()
- {
- // 初始化当前距离为初始偏移量的距离
- currentDistance = Vector3.Distance(transform.position, target.position);
- // 确保初始距离在允许的范围内
- currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
- // 计算偏移量
- offset = transform.position - target.position;
- }
- private bool IsPointerOverUIElement()
- {
- // 检查当前鼠标位置是否在 UI 上
- return EventSystem.current.IsPointerOverGameObject();
- }
- void LateUpdate()
- {
- onUI = false;
- if (IsPointerOverUIElement()) onUI = true;
- this.GetComponent<Camera>().nearClipPlane = currentDistance / 100.0f;
- // 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);
- scrollCountDown = 0.5f;
- onScroll = true;
- //this.GetComponent<DepthFog>().Height = 400000 / currentDistance;
- }
- else {
- scrollCountDown -= Time.deltaTime;
- if (scrollCountDown < 0) {
- onScroll = false;
- }
- }
- translateSpeed = currentDistance / 600f;
- scrollSensitivity = currentDistance / 16.0f * currentDistance / 16.0f;
- scrollSensitivity = Mathf.Clamp(scrollSensitivity, 10, 4000);
- if (Input.GetMouseButton(2))
- {
- rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
- rotateYAngle += Input.GetAxis("Mouse X") * rotateSpeed;
- isRotate = true;
- }
- else {
- isRotate = false;
- }
- // 鼠标左键拖拽平移摄像头
- if (Input.GetMouseButtonDown(0) && !onUI)
- {
- isDragging = true;
- lastMousePosition = Input.mousePosition;
- }
- else if (Input.GetMouseButtonUp(0))
- {
- 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 = new Vector3(transform.forward.x, 0, transform.forward.z) * -mouseOffset.y * translateSpeed + new Vector3(transform.right.x, 0, transform.right.z) * -mouseOffset.x * translateSpeed;
- // 平滑移动摄像头到目标位置
- target.position += moveDirection;
- // 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 * 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);
- }
- }
- 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 SetCameraToCenterFade(Vector3 centerPos,float distance = 300)
- {
- if (onUI) {
- return;
- }
- 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();
- }
- void Update()
- {
- }
- }
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