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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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