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- using System;
- using System.Collections.Generic;
- using DG.Tweening;
- 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;
-
- bool isRotate = false;
- bool onUI = false;
- 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);
- Debug.Log(currentDistance);
- // 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;
- OnDistanceChange?.Invoke(currentDistance);
- }
- 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)
- {
- // 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);
- }
- //if (Input.GetMouseButton(2))
- //{
- // rotateXAngle -= Input.GetAxis("Mouse Y") * rotateSpeed;
- // rotateXAngle = Mathf.Clamp(rotateXAngle, -36f, 36f);
- // isRotate = true;
- //}
- //else {
- // isRotate = false;
- //}
- // 鼠标左键拖拽平移摄像头
- if (Input.GetMouseButtonDown(0) && !onUI)
- {
- beginDrag?.Invoke();
- 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 = 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);
- //if (Vector3.Distance(transform.position, targetPosition) < 1) {
- // transform.position = targetPosition;
- //}
- }
- }
- 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();
- }
- void Update()
- {
- }
- }
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