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相机管理类(蛮牛)

相机管理类(蛮牛)

作者: _Arturia | 来源:发表于2018-03-01 09:59 被阅读7次

    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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