210 lines
5.9 KiB
C#
210 lines
5.9 KiB
C#
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using UnityEngine;
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public class ZhanShiCameraMove : MonoBehaviour
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{
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[Header("旋转角度x,y缩放距离distance")] public float x, y, distance;
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[Header("X角度设置")] public float minYangle;
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public float maxYangle;
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[Header("缩放的最小距离")] public float distanceMin;
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[Header("缩放的最大距离")] public float distanceMax;
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[Header("需要注视的物体")] public Transform target;
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public static ZhanShiCameraMove instance;
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[Header("缩放的速度")] public float scrollSpeed;
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[Header("旋转的速度")] public float rotSpeed;
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// Start is called before the first frame update
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private void Start()
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{
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//初始化最开始位置
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instance = this;
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// transform.LookAt(target);
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isAutoRotate = false;
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Invoke("SetBool",2f);
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}
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/// <summary>
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/// 初始状态,延时两秒设置这个参数
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/// </summary>
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void SetBool()
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{
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isAutoRotate = true;
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}
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/// <summary>
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/// 更新一下参数
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <param name="distance"></param>
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public void SetData(float x,float y,float distance)
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{
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isAutoRotate = false;
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//目标物体旋转置空
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target.transform.rotation=new Quaternion( 0,0,0,0);
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//相机参数设置
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this.x = x;
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this.y = y;
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this.distance = distance;
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//根绝X,Y移动量计算旋转量
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this.y = Mathf.Clamp( this.y, minYangle,maxYangle);
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Quaternion rot = Quaternion.Euler( this.y, this.x, 0);
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transform.rotation = rot;
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//对距离进行区间运算,保证距离在最大和最小之间
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this.distance = Mathf.Clamp( this.distance, distanceMin, distanceMax);
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//根据距离值计算摄像机的位置
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Vector3 pos = rot * new Vector3(0, 0, - this.distance) + target.position;
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//更改摄像机位置为计算的值
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transform.position = pos;
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//延时旋转2秒后
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Invoke("SetBool",2f);
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}
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// Update is called once per frame
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private void Update()
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{ if (isAutoRotate && !Input.GetMouseButton(1))
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{
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// Debug.Log("测试到鼠标左键没按下");
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RotateModelContinuously(); // 持续旋转模型
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} // 如果鼠标左键没按下
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else
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{
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Drag();
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}
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if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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//根据滚轮的值计算距离
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distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
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}
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//对距离进行区间运算,保证距离在最大和最小之间
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distance = Mathf.Clamp(distance, distanceMin, distanceMax);
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//根据距离值计算摄像机的位置
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Vector3 pos = transform.rotation * new Vector3(0, 0, -distance) + target.position;
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//更改摄像机位置为计算的值
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transform.position = pos;
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}
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void RotateModelContinuously()
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{
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if (!isAutoRotatePivot)
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target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
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else
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{
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var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
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// 根据模型当前朝向构造一个围绕轴旋转的四元数
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Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
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// 将新的旋转应用到模型
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target.transform.rotation *= deltaRotation;
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}
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}
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void Drag()
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{
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if (Input.GetMouseButton(1))
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{
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//获取鼠标X轴移动量
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x = x + Input.GetAxis("Mouse X") * rotSpeed;
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//获取鼠标Y轴移动量
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y = y - Input.GetAxis("Mouse Y") * rotSpeed;
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//如果滚轮发生滚动
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}
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//根绝X,Y移动量计算旋转量
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y = Mathf.Clamp(y, minYangle,maxYangle);
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Quaternion rot = Quaternion.Euler(y, x, 0);
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//根据计算的旋转量旋转计算机
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transform.rotation = rot;
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if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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//根据滚轮的值计算距离
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distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
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}
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//对距离进行区间运算,保证距离在最大和最小之间
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distance = Mathf.Clamp(distance, distanceMin, distanceMax);
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//根据距离值计算摄像机的位置
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Vector3 pos = rot * new Vector3(0, 0, -distance) + target.position;
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//更改摄像机位置为计算的值
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transform.position = pos;
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}
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[SerializeField][Header("是否自动旋转")]
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private bool isAutoRotate;
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[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
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private bool isAutoRotatePivot;
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[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
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private Vector3 autoRotateDirection;
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[SerializeField][Header("自动旋转速度")]
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private float autoRotationSpeed = 5;
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[SerializeField][Header("速度")]
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private float speed=5f;
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}
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