| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258 | 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 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;    public bool detailLod = false;        bool isRotate = false;    bool onUI = false;    void Start()    {        // 计算偏移量        offset = transform.position - target.position;    }    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)        {            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"));            }            if (Input.GetAxis("Mouse ScrollWheel") > 0)            {                //Debug.Log($"{Input.mousePosition} {Screen.width*0.5f}:{Screen.height*0.5f}");                float offSetX =  (Screen.width * 0.5f-Input.mousePosition.x) / Screen.width;                float offSetY =   (Screen.height * 0.5f-Input.mousePosition.y) / Screen.height;                Vector3 moveDirection = Vector3.down * offSetY*translateSpeed * 110 * 9.0f / 16.0f + Vector3.left * offSetX* translateSpeed * 110;                // 平滑移动摄像头到目标位置                float cameraDistanceRange = Mathf.Clamp(currentDistance * 1.0f / maxDistance * 1.0f, 0.5f, 0.9f);                 target.position += moveDirection*cameraDistanceRange;                //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;                }                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);            }        }              // 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;            // 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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