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unity滚轮控制摄像机距离

unity滚轮控制摄像机距离

作者: 吉凶以情迁 | 来源:发表于2022-08-13 09:48 被阅读0次

   if (Input.GetAxis("Mouse ScrollWheel") != 0)

            {
                CinemachineVirtualCamera virtualCamera = cam as CinemachineVirtualCamera;
                CinemachineComponentBase body = virtualCamera.GetCinemachineComponent(CinemachineCore.Stage.Body);
                if (body is not CinemachineFramingTransposer)
                {
                    return;
                }
                CinemachineFramingTransposer transposer = (body as CinemachineFramingTransposer);
                float cameraDistance = transposer.m_CameraDistance;
                if (GameUtil.IsPointerOverUI(Input.mousePosition))
                {
                    return;
                }
                float delta_z = -Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
          /*      if (distance == 0 ||Mathf.Abs(distance-transposer.m_CameraDistance)>10) //后面的逻辑主要是 内外摄像机切换的时候他们两个必定是初始值不一样的,所以当检测到明显的差距那么初始值就重新赋值一下
                {
                    distance = transposer.m_CameraDistance;
                }*/
                //distance += delta_z;
                transposer.m_CameraDistance += delta_z;

            }

   if (Input.GetAxis("Mouse ScrollWheel") != 0)

            {
                CinemachineVirtualCamera virtualCamera = cam as CinemachineVirtualCamera;
                CinemachineComponentBase body = virtualCamera.GetCinemachineComponent(CinemachineCore.Stage.Body);
                if (body is not CinemachineFramingTransposer)
                {
                    return;
                }
                CinemachineFramingTransposer transposer = (body as CinemachineFramingTransposer);
                float cameraDistance = transposer.m_CameraDistance;
                if (GameUtil.IsPointerOverUI(Input.mousePosition))
                {
                    return;
                }
                float delta_z = -Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
          /*      if (distance == 0 ||Mathf.Abs(distance-transposer.m_CameraDistance)>10) //后面的逻辑主要是 内外摄像机切换的时候他们两个必定是初始值不一样的,所以当检测到明显的差距那么初始值就重新赋值一下
                {
                    distance = transposer.m_CameraDistance;
                }*/
                //distance += delta_z;
                transposer.m_CameraDistance += delta_z;

            }   if (Input.GetAxis("Mouse ScrollWheel") != 0)

            {
                CinemachineVirtualCamera virtualCamera = cam as CinemachineVirtualCamera;
                CinemachineComponentBase body = virtualCamera.GetCinemachineComponent(CinemachineCore.Stage.Body);
                if (body is not CinemachineFramingTransposer)
                {
                    return;
                }
                CinemachineFramingTransposer transposer = (body as CinemachineFramingTransposer);
                float cameraDistance = transposer.m_CameraDistance;
                if (GameUtil.IsPointerOverUI(Input.mousePosition))
                {
                    return;
                }
                float delta_z = -Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
          /*      if (distance == 0 ||Mathf.Abs(distance-transposer.m_CameraDistance)>10) //后面的逻辑主要是 内外摄像机切换的时候他们两个必定是初始值不一样的,所以当检测到明显的差距那么初始值就重新赋值一下
                {
                    distance = transposer.m_CameraDistance;
                }*/
                //distance += delta_z;
                transposer.m_CameraDistance += delta_z;

            }



如果是非虚拟相机则修改position.z轴就行

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