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							- 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;
 
-     private Vector3 lastMouseMapPoint;
 
-     private Camera _camera;
 
-     private bool scrollTargetLock = false;
 
-     void Start()
 
-     {
 
-         _camera = this.GetComponent<Camera>();
 
-         // 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)
 
-         {
 
-             //定一个鼠标在地图上的位置
 
-             var mousePos = Input.mousePosition;
 
-             mousePos.z = math.abs(target.position.z - this.transform.position.z);
 
-             lastMouseMapPoint = _camera.ScreenToWorldPoint(mousePos);
 
-             scrollTargetLock = true;
 
-             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"));
 
-             }
 
-         }
 
-         // 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);
 
-                 transform.position = targetPosition; //Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smoothSpeed);
 
-                 //if (Vector3.Distance(transform.position, targetPosition) < 1) {
 
-                 //    transform.position = targetPosition;
 
-                 //}
 
-                 if (scrollTargetLock)
 
-                 {
 
-                     //现在鼠标位置在地图上的点
 
-                     var mousePos = Input.mousePosition;
 
-                     mousePos.z = math.abs(target.position.z - this.transform.position.z);
 
-                     var nowMouseMapPoint = _camera.ScreenToWorldPoint(mousePos);
 
-                     var mouseMoveDir = (nowMouseMapPoint - lastMouseMapPoint).normalized;
 
-                     var mouseMoveDistance = Vector3.Distance(nowMouseMapPoint, lastMouseMapPoint);
 
-                     target.position -= mouseMoveDir * mouseMoveDistance;
 
-                     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;
 
-                     }
 
-                     scrollTargetLock = false;
 
-                 }
 
-             }
 
-         }
 
-         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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