相机控制类

来源:互联网 发布:火影忍者阿飞知乎 编辑:程序博客网 时间:2024/05/20 06:31
分享一个相机控制类

 

操作:左键拖动、右键旋转、滚轮远近


说明:
1、该类完全是控制相机,对物体没有影响,左键拖动改的是相机的移动,右键选择改的也是相机,旋转是沿着鼠标点击点为中心

2、场景中建两个空物体,置零,分别拖拽到类的公有变量target和forwardPoint上,该类拖到相机上即可。


using UnityEngine;using System.Collections;using UnityEngine.EventSystems;using DG.Tweening; public class MoveCamra : MonoBehaviour {     static MoveCamra _instance;        public static MoveCamra Instance    {        get        {            return _instance;        }    }    /// <summary>    /// 移动速度    /// </summary>    public float moveSpeed = 3;    private Ray mouseRay;    private bool mouseChick = true;    private float firstTime = 0;    //private bool isOpenCamMove=false;    private float rotationSpeed = 5F;    /// <summary>    /// 最小高度    /// </summary>    private float minY = -1000F;    /// <summary>    /// 最大高度    /// </summary>    private float maxY = 1000F;    /// <summary>    /// 移动跟随物体(初始坐标旋转角度为0的空物体)    /// </summary>    public GameObject forwardPoint;    /// <summary>    /// 绕着旋转的中心点(初始坐标旋转角度为0)    /// </summary>    public GameObject target;    /// <summary>    /// 是否开启鼠标旋转    /// </summary>    private bool isRotating = false;    /// <summary>    /// 相机和目标物体的距离    /// </summary>    private Vector3 offsetPosition;     //是否聚焦在建筑上    bool focusState = false;    //聚焦建筑物    Transform focusObj;      void Awake()    {        _instance = this;    }         // Use this for initialization    void Start () {                 }                  // Update is called once per frame        void Update () {        if (!IsTouchedUI())          {             MouseMove();             KeyMove();        }     }    void LateUpdate()    {        if (transform.parent != null)        {            transform.parent = null;            forwardPoint.transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, transform.eulerAngles.z);        }        ///限制移动高度和低度        transform.position = new Vector3(transform.position.x, Mathf.Clamp(transform.position.y, minY, maxY + 6f), transform.position.z);    }    private void KeyMove()    {        if (Input.GetKeyDown(KeyCode.Space))        {            ///复位到初始位置和角度                     }        if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))        {            moveSpeed = 2;            rotationSpeed = 2F;        }        else if (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift))        {            moveSpeed = 5f;            rotationSpeed = 5F;        }        //判定是否按住了ctrl,如果按住了,则使用最大移动速度,否则使用正常移动速度        if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))        {            moveSpeed = 15;        }        else if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.RightControl))        {            moveSpeed = 5;        }        if (Input.GetKeyDown(KeyCode.W))        {            MoveCmer(Vector3.forward, KeyCode.W);        }        else if (Input.GetKeyDown(KeyCode.S))        {            MoveCmer(Vector3.back, KeyCode.S);        }        if (Input.GetKeyDown(KeyCode.A))        {            MoveCmer(Vector3.left, KeyCode.A);        }        else if (Input.GetKeyDown(KeyCode.D))        {            MoveCmer(Vector3.right, KeyCode.D);        }        else if (Input.GetKey(KeyCode.Q))        {            RotCamera(5);        }        else if (Input.GetKey(KeyCode.E))        {            RotCamera(-5);        }        else if (Input.GetKeyDown(KeyCode.UpArrow))        {            MoveCmer(Vector3.up, KeyCode.UpArrow);        }        else if (Input.GetKeyDown(KeyCode.DownArrow))        {            MoveCmer(Vector3.down, KeyCode.DownArrow);        }        else if (Input.GetKey(KeyCode.LeftArrow))        {            CameraRotation(Vector3.down);        }        else if (Input.GetKey(KeyCode.RightArrow))        {            CameraRotation(Vector3.up);        }    }    /// <summary>    /// 旋转相机    /// </summary>    private void RotateView()    {        //鼠标右键按下可以旋转视野        if (Input.GetMouseButtonDown(1))        {            Ray ray = GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);            RaycastHit hit;            if (Physics.Raycast(ray, out hit) && focusState == false)            {                target.transform.position = hit.point;            }            else            {                target.transform.position = focusObj.position;            }            isRotating = true;        }        if (Input.GetMouseButtonUp(1))            isRotating = false;         if (isRotating)        {            Vector3 originalPosition = transform.position;            Quaternion originalRotation = transform.rotation;            transform.RotateAround(target.transform.position, target.transform.up, rotationSpeed * Input.GetAxis("Mouse X"));            transform.RotateAround(target.transform.position, transform.right, -rotationSpeed * Input.GetAxis("Mouse Y"));            float x = transform.eulerAngles.x;            //旋转的范围为            if (x > 80 && x < 330)            {                transform.position = originalPosition;                transform.rotation = originalRotation;            }        }        offsetPosition = transform.position - target.transform.position;    }     public void CameraRotation(Vector3 direction)    {        transform.Rotate(direction * rotationSpeed, Space.World);    }    /// <summary>    /// 移动相机开启携程    /// </summary>    /// <param name="v"></param>    /// <param name="key"></param>    private void MoveCmer(Vector3 v, KeyCode key)    {        StartCoroutine(TurnRound(v, key));    }    /// <summary>    /// 移动相机    /// </summary>    /// <param name="v">方向</param>    /// <param name="key">按键</param>    /// <returns></returns>    private IEnumerator TurnRound(Vector3 v, KeyCode key)    {        bool isPress = true;        while (isPress && Input.GetKey(key))        {            Move(v);            yield return new WaitForFixedUpdate();            if (Input.GetKeyUp(key))            {                isPress = false;            }        }    }    /// <summary>    /// 移动相机通过子父物体关系移动    /// </summary>    /// <param name="direction"></param>    private void Move(Vector3 direction)    {        transform.parent = forwardPoint.transform;        forwardPoint.transform.Translate(direction * moveSpeed);    }    /// <summary>    /// 限制相机上下旋转角度    /// </summary>    /// <param name="speed"></param>    private void RotCamera(float speed)    {        transform.localEulerAngles -= new Vector3(rotationSpeed / speed, 0, 0);        if (transform.localEulerAngles.x > 85)            transform.localEulerAngles = new Vector3(85, transform.eulerAngles.y, transform.eulerAngles.z);        if (transform.localEulerAngles.x < 10)            transform.localEulerAngles = new Vector3(10, transform.eulerAngles.y, transform.eulerAngles.z);    }    /// <summary>    /// 鼠标控制    /// </summary>    void MouseMove()    {        if (!Input.GetMouseButtonDown(2))        {            if (Input.GetAxis("Mouse ScrollWheel") != 0)            {                transform.Translate(Vector3.forward * Input.GetAxis("Mouse ScrollWheel") * moveSpeed * Ray(transform) * 0.1f);                //Debug.Log("速度:"+moveSpeed * Ray(transform) * 0.1f);            }        }        if (Input.GetMouseButton(0) && focusState == false)        {            transform.parent = forwardPoint.transform;            forwardPoint.transform.Translate(-Input.GetAxis("Mouse X") * Ray(transform) * 0.02f * moveSpeed, 0, -Input.GetAxis("Mouse Y") * Ray(transform) * 0.02f * moveSpeed);        }        if (Input.GetMouseButtonDown(0))//        {            mouseRay = GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);//从摄像机向鼠标点击的位置发射条射线            RaycastHit hit;            //双击左键定位            if (Physics.Raycast(mouseRay, out hit))//当射线碰撞到对象时            {                if (Time.time - firstTime > 0.3f)                {                    mouseChick = true;                }                if (mouseChick)                {                    firstTime = Time.time;                }                else                {                    if (Time.time - firstTime <= 0.3f)                    {                        if (Vector3.Distance(transform.position, hit.point) >= 5)                        {                            //双击定位到物体附近                            if(hit.collider.tag == "house")                            {                                StartCoroutine(FrontTowardPoint(hit.collider.transform.parent.parent.parent));                            }                            else                            {                                transform.DOMove(GetBetweenPoint(hit.point, transform.position, 40), 1);                            }                        }                    }                }                mouseChick = !mouseChick;            }        }        RotateView();    }    /// <summary>    /// 返回两点之间distance距离的点    /// </summary>    /// <param name="start">开始的点</param>    /// <param name="end">终点</param>    /// <param name="distance">距离</param>    /// <returns></returns>    private Vector3 GetBetweenPoint(Vector3 start, Vector3 end, float distance)    {        Vector3 normal = (end - start).normalized;        return normal * distance + start;    }    /// <summary>    /// 朝向建筑的点    /// </summary>    /// <returns></returns>    IEnumerator FrontTowardPoint(Transform TargetPoint)    {        focusObj = TargetPoint;        focusState = true;        Sequence mySequence = DOTween.Sequence();        mySequence.Append(transform.DOMove(TargetPoint.position + new Vector3(0, 10, 10), 1f));        mySequence.Append(transform.DOLookAt(TargetPoint.position, 0.7f));        yield return new WaitForSeconds(1.7f);        //开始实例化UI界面        print("开始实例化UI界面");    }    /// <summary>    /// 判断相机和前方焦点的距离    /// </summary>    /// <param name="point"></param>    /// <returns>返回距离</returns>    private float Ray(Transform point)    {        Vector3 p = Vector3.zero;        RaycastHit hit;        if (Physics.Raycast(point.position, point.forward, out hit))        {            p = hit.point;        }        float dis = Vector3.Distance(point.transform.position, p);        if (dis >= 300)            dis = 300;        if (dis <= 6)            dis = 6;        return dis;    }     //是否在UI上    bool IsTouchedUI()    {        bool touchedUI = false;        if (Application.isMobilePlatform)        {            if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))            {                touchedUI = true;            }        }        else if (EventSystem.current.IsPointerOverGameObject())        {            touchedUI = true;        }        return touchedUI;    }}



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