154 lines
4.1 KiB
C#
154 lines
4.1 KiB
C#
using UnityEngine;
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public class FreeCameraController : MonoBehaviour
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{
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public static FreeCameraController instance;
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// 相机移动速度
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public float moveSpeed = 5.0f; // 降低了移动速度
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// 相机旋转速度
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public float rotateSpeed = 0.05f; // 降低了旋转速度
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// X轴旋转的最大范围
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public float xRotationLimit = 80.0f;
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// Y轴旋转的最大范围
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//public float yRotationLimit = 180.0f;
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//public float minRotationLimitY = -1;
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//public float maxRotationLimitY = -1;
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// 是否启用碰撞检测
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public bool enableCollision = false; // 默认关闭碰撞检测,根据需要开启
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private Vector3 lastMousePosition;
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private bool isDragging = false;
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private float xRotation = 0.0f;
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private float yRotation = 0.0f;
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public bool isMov = true;
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public bool isRot = true;
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private void Awake()
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{
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instance = this;
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DontDestroyOnLoad(this);
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Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
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}
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/// <summary>
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/// 添加相机QE上下移动功能
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/// </summary>
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/// <returns></returns>
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Vector3 GetInputTranslationDirection()
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{
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Vector3 direction = new Vector3();
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if ( Input.GetKey(KeyCode.Q))
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{
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direction += Vector3.up;
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}
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if ( Input.GetKey(KeyCode.E))
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{
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direction += Vector3.down;
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}
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return direction;
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}
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void Update()
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{
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if (isMov)
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{
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// 相机移动
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float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
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float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
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Vector3 move = transform.right * horizontal + transform.forward * vertical;
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transform.position += move;
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//添加相机QE上下移动功能
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transform.position+= GetInputTranslationDirection()*0.004f;
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}
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if (isRot)
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{
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if (Input.GetMouseButtonDown(1))
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{
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lastMousePosition = Input.mousePosition;
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isDragging = true;
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SyncRotation();
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}
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if (Input.GetMouseButtonUp(1))
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{
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isDragging = false;
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}
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if (isDragging)
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{
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// 相机旋转
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Vector3 mouseDelta = Input.mousePosition - lastMousePosition; // 反转了鼠标差值
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lastMousePosition = Input.mousePosition;
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xRotation -= mouseDelta.y * rotateSpeed; // 反转了X轴旋转方向
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yRotation += mouseDelta.x * rotateSpeed;
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// 限制 X 轴旋转范围
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xRotation = Mathf.Clamp(xRotation, -xRotationLimit, xRotationLimit);
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// 限制 Y 轴旋转范围
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//if (minRotationLimitY != -1 && maxRotationLimitY != -1)
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//{
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// yRotation = Mathf.Clamp(yRotation, minRotationLimitY, maxRotationLimitY);
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//}
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transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
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}
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}
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}
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// 公共方法:旋转相机到指定方向
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public void LookAtPos(Vector3 direction)
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{
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Quaternion targetRotation = Quaternion.LookRotation(direction);
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transform.rotation = targetRotation;
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SyncRotation();
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}
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public void Rotate(Vector3 eulerAngels)
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{
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transform.eulerAngles = eulerAngels;
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SyncRotation();
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}
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public void SyncRotation()
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{
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Vector3 currentRotation = transform.eulerAngles;
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xRotation = currentRotation.x;
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yRotation = currentRotation.y;
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// 归一化 xRotation 和 yRotation
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if (xRotation > 180f)
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{
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xRotation -= 360f;
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}
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else if (xRotation < -180f)
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{
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xRotation += 360f;
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}
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if (yRotation > 180f)
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{
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yRotation -= 360f;
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}
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else if (yRotation < -180f)
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{
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yRotation += 360f;
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}
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transform.eulerAngles = new Vector3(xRotation, yRotation, 0);
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}
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public void SetLock(bool isMov, bool isRot)
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{
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this.isMov = isMov;
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this.isRot = isRot;
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}
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} |