最近 遇到 需要对整个城市 进行观看 控制,可以拖动城市地图,放大缩小,点击建筑拉近围绕查看 等等(并且所有操作只用鼠标控制)
老夫敲代码 ctrl+c ctrl+v,所有只能综合一下 多个大佬的代码 ,改改。
下面是找的其他大神的相关代码
1.查看地图( 挂在 相机上)(忘记大佬的地址)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMove : MonoSingleton_<CameraMove>
{
[Header("模型")]
public Transform targetmodel;
public static Transform target;
[Header("鼠标滚轮灵敏度")]
[SerializeField]
private int MouseWheelSensitivity = 2;
[Header("最近距离")]
[SerializeField]
public int MouseZoomMin = 750;
[Header("最远距离")]
[SerializeField]
public int MouseZoomMax =2000;
[Header("水平旋转速度")]
[SerializeField]
private float xSpeed = 250.0f;
[Header("竖直旋转速度")]
[SerializeField]
private float ySpeed = 120.0f;
[Header("鼠标移动灵敏度")]
[SerializeField]
private float mouseMoveSensitivity = 5.0f;
[Header("角度限制")]
[SerializeField]
private int yMinLimit = 0;
[SerializeField]
private int yMaxLimit = 89;
[Header("摄像机初始角度")]
[SerializeField]
private float xRot = 0;
[SerializeField]
private float yRot = 0;
[Header("摄像机位置")]
[SerializeField]
private Vector3 camPos;//= new Vector3(0, 0, 0);
public float normalDistance;//初始摄像机距离,无法在面板显示
//如果没有可以注释掉
//[Header("反射探针")]
//[SerializeField]
//private ReflectionProbe reflectionProbe;
//这里也要开放出来
//初始默认的角度,(y,x,0)
public static float x;//= 69f;
public static float y;// 34.2f;
private Vector3 normalized;
private Vector3 screenPoint;
private Vector3 offset;
private Quaternion rotation;
public static Vector3 CameraTarget;
public bool isExit = false;
public float YY;
void Start()
{
//初始化
YY = transform.position.y;
x = yRot;
y = xRot;
target = targetmodel;
//CameraTarget = target.position;
Vector3 posC = camPos - target.position;
Debug.Log(camPos);
normalDistance = Mathf.Sqrt(Mathf.Pow(posC.x, 2) + Mathf.Pow(posC.y, 2) + Mathf.Pow(posC.z, 2));
rotation = Quaternion.Euler(new Vector3(y, x, 0f));
transform.rotation = rotation;
float z = target.transform.position.z - normalDistance;
transform.position = camPos;//rotation * new Vector3(transform.position.x, transform.position.y, z);
CameraTarget = transform.position + transform.forward.normalized * normalDistance;
//transform.LookAt(target);
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
void LateUpdate()
{
if (isExit)
{
if (Input.GetMouseButton(0))//鼠标左键
{
Vector3 p0 = Camera.main.transform.position;
Vector3 p01 = p0 - Camera.main.transform.right * Input.GetAxisRaw("Mouse X") * Time.timeScale * mouseMoveSensitivity;
Vector3 p03 = p01 - new Vector3(Camera.main.transform.forward.x, 0, Camera.main.transform.forward.z)
* Input.GetAxisRaw("Mouse Y") * Time.timeScale * mouseMoveSensitivity;
Camera.main.transform.position = p03;
//Debug.Log("方向" + Camera.main.transform.forward + ",投影:" + Camera.main.transform.forward * Mathf.Sqrt(1 - Mathf.Pow(Vector3.Dot(Camera.main.transform.forward, new Vector3(0, -1, 0)), 2)));
CameraTarget += (p03 - p0);
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)//鼠标滚轮
{
// normalized = (transform.position - CameraTarget).normalized;
if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
{
Camera.main.transform.position += Camera.main.transform.forward * Input.GetAxisRaw("Mouse ScrollWheel") * Time.timeScale * MouseWheelSensitivity;
Vector3 p = Camera.main.transform.position - CameraTarget;
normalDistance = Mathf.Sqrt(Mathf.Pow(p.x, 2) + Mathf.Pow(p.y, 2) + Mathf.Pow(p.z, 2));
}
if (normalDistance < MouseZoomMin)
{
normalDistance = MouseZoomMin;
}
if (normalDistance > MouseZoomMax)
{
normalDistance = MouseZoomMax;
}
if (transform.position.y<800)//限制 最小距离
{
transform.position = new Vector3(transform.position.x,800, transform.position.z);
}
if ( transform.position.y > 30000)//限制 最大距离
{
transform.position = new Vector3(transform.position.x, 30000, transform.position.z);
}
}
else if (Input.GetMouseButton(1))//鼠标右键
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
//var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
transform.rotation = rotation;
//transform.position = position;//回到初始位置
}
//transform.LookAt(CameraTarget);
if (target.transform.position.y != 0)//
{
target.transform.position = new Vector3(target.transform.position.x, 0, target.transform.position.z);
}
反射探针,若无可以注释掉
//Vector3 pos = Camera.main.transform.position - target.position;
//Vector3 camPosition = Camera.main.transform.position;
应该和反射探针的位置关于水面对称 p.y - target.y = -pos.y;
//float y1 = Mathf.Abs(pos.y);
//ReflectionProbe pro = reflectionProbe.GetComponent<ReflectionProbe>();
//pro.size = new Vector3(pro.size.x, Mathf.Abs(y1) * 2 + 0.3f, pro.size.z);
//Vector3 currentpos = pos - new Vector3(0, y1, 0);
//reflectionProbe.transform.position = new Vector3(camPosition.x, camPosition.y - y1 * 2, camPosition.z);
//cube.position = CameraTarget;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
2.围绕物体 放大缩小(大佬原文地址:(1条消息) 【Unity】Unity实现鼠标控制摄像机围绕物体旋转镜头 滑轮控制远近_FransicZhang的博客-CSDN博客)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//摄像机操作
//删减版 在实际的使用中可能会有限制的需求 比如最大远离多少 最近距离多少 不能旋转到地面以下等
public class CamCtrl : MonoBehaviour
{
public Transform CenObj;//围绕的物体
private Vector3 Rotion_Transform;
private new Camera camera;
void Start()
{
camera = GetComponent<Camera>();
Rotion_Transform = CenObj.position;
}
void Update()
{
Ctrl_Cam_Move();
Cam_Ctrl_Rotation();
}
//镜头的远离和接近
public void Ctrl_Cam_Move()
{
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.Translate(Vector3.forward * 1f);//速度可调 自行调整
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.Translate(Vector3.forward * -1f);//速度可调 自行调整
}
}
//摄像机的旋转
public void Cam_Ctrl_Rotation()
{
var mouse_x = Input.GetAxis("Mouse X");//获取鼠标X轴移动
var mouse_y = -Input.GetAxis("Mouse Y");//获取鼠标Y轴移动
if (Input.GetKey(KeyCode.Mouse1))
{
transform.RotateAround(Rotion_Transform, Vector3.up, mouse_x * 5);
transform.RotateAround(Rotion_Transform, transform.right, mouse_y * 5);
}
}
}
3.摄像机 定位 物体(大佬地址:unity摄像机定位物体功能_带着你江湖里逍遥的博客-CSDN博客_unity 相机看向物体)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BaseCameraLookAtTarget : MonoBehaviour
{
public Transform mainCameraTr; //主摄像机
public Transform lookAtTarget; //摄像机看向的目标
public float cameraDistance = 6.0F; //摄像机与看向目标的距离
public float cameraHeight = 3.0F; //摄像机高度
public float cmaeraOffset = 1.0F; //摄像机的偏移
public float mainCameraMoveSpeed = 2F; //主摄像机移动的速度
public float waitTime = 0F; //等待摄像机移动到设备附近的时间
private Vector3 lookAtTargetPosition; //看向目标时的位置
private Quaternion lookAtTargetRotation; //看向目标,且旋转
public bool isLookAtAppointTarget = false; //是否看向指定的物体
public bool isBack = false;
private Vector3 mainCameraOriginalPosition; //主摄像机的原始位置
public IEnumerator Start()
{
yield return new WaitForSeconds(0.1f);
//记录主摄像机的原始位置
if (mainCameraTr != null)
{
mainCameraOriginalPosition = mainCameraTr.localPosition;
}
}
private void FixedUpdate()
{
if (isLookAtAppointTarget == true)
{
mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, Time.deltaTime * mainCameraMoveSpeed);
mainCameraTr.LookAt(lookAtTarget);
// StartCoroutine(Stop(waitTime));
}
if (isBack == true)
{
mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, Time.deltaTime * mainCameraMoveSpeed);
//StartCoroutine(Stop(waitTime));
}
}
/// <summary>
/// 摄像机看向指定物体的方法
/// </summary>
public void LookAtAppointTarget()
{
if (lookAtTarget != null)
{
lookAtTargetPosition = new Vector3(lookAtTarget.transform.position.x + cmaeraOffset, lookAtTarget.transform.position.y + cameraHeight, lookAtTarget.transform.position.z + cameraDistance);
isLookAtAppointTarget = true;
}
else
{
Debug.LogError(GetType() + "/LookAtAppointTarget()/看向的物体不存在,请检查!!!");
}
}
//摄像机返回原始位置
public void ReturnOriginalPosition()
{
lookAtTargetPosition = new Vector3(mainCameraOriginalPosition.x, mainCameraOriginalPosition.y, mainCameraOriginalPosition.z);
isBack = true;
}
IEnumerator Stop(float waitTime)
{
yield return new WaitForSeconds(waitTime);
if (isLookAtAppointTarget == true)
{
isLookAtAppointTarget = false;
}
if (isBack == true)
{
isBack = false;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraLookAtControl : BaseCameraLookAtTarget
{
private void Start()
{
mainCameraTr = Camera.main.transform;
StartCoroutine(base.Start());
}
public void SetCameraLookAtObj(Transform cameraTr, Transform target)
{
mainCameraTr = cameraTr;
lookAtTarget = target;
LookAtAppointTarget();
}
}
4.我自己 改的 综合了一下 捉急用改的就不仔细, 将就用吧
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMove : MonoSingleton_<CameraMove>
{
[Header("模型")]
public Transform targetmodel;
public static Transform target;
[Header("鼠标滚轮灵敏度")]
[SerializeField]
private int MouseWheelSensitivity = 2;
[Header("最近距离")]
[SerializeField]
public int MouseZoomMin = 750;
[Header("最远距离")]
[SerializeField]
public int MouseZoomMax = 2000;
[Header("水平旋转速度")]
[SerializeField]
private float xSpeed = 150.0f;
[Header("竖直旋转速度")]
[SerializeField]
private float ySpeed = 80.0f;
[Header("鼠标移动灵敏度")]
[SerializeField]
private float mouseMoveSensitivity = 3.0f;
[Header("角度限制")]
[SerializeField]
private int yMinLimit = 0;
[SerializeField]
private int yMaxLimit = 89;
[Header("摄像机初始角度")]
[SerializeField]
private float xRot = 0;
[SerializeField]
private float yRot = 0;
[Header("摄像机位置")]
[SerializeField]
private Vector3 camPos;//= new Vector3(0, 0, 0);
public float normalDistance;//初始摄像机距离,无法在面板显示
//如果没有可以注释掉
//[Header("反射探针")]
//[SerializeField]
//private ReflectionProbe reflectionProbe;
//这里也要开放出来
//初始默认的角度,(y,x,0)
public static float x;//= 69f;
public static float y;// 34.2f;
private Vector3 normalized;
private Vector3 screenPoint;
private Vector3 offset;
private Quaternion rotation;
public static Vector3 CameraTarget;
// [HideInInspector]
public bool isExit;
public bool isShuBiao;
void Start()
{
//初始化
isExit = true;
isShuBiao = true;
x = yRot;
y = xRot;
target = targetmodel;
//CameraTarget = target.position;
Vector3 posC = camPos - target.position;
Debug.Log(camPos);
normalDistance = Mathf.Sqrt(Mathf.Pow(posC.x, 2) + Mathf.Pow(posC.y, 2) + Mathf.Pow(posC.z, 2));
rotation = Quaternion.Euler(new Vector3(y, x, 0f));
transform.rotation = rotation;
float z = target.transform.position.z - normalDistance;
transform.position = camPos;//rotation * new Vector3(transform.position.x, transform.position.y, z);
CameraTarget = transform.position + transform.forward.normalized * normalDistance;
//transform.LookAt(target);
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
//--------------------围绕的物体并且 相机定位物体------------//
mainCameraTr = this.transform;
camera = GetComponent<Camera>();
Rotion_Transform = CenObj.position;
// camera.transform.forward = (CenObj.localPosition - camera.transform.localPosition).normalized;
//bo = true;
}
void LateUpdate()
{
if (isExit)
{
if (isShuBiao)
{
if (Input.GetMouseButton(0))//鼠标左键
{
Vector3 p0 = Camera.main.transform.position;
Vector3 p01 = p0 - Camera.main.transform.right * Input.GetAxisRaw("Mouse X") * Time.timeScale * mouseMoveSensitivity;
Vector3 p03 = p01 - new Vector3(Camera.main.transform.forward.x, 0, Camera.main.transform.forward.z)
* Input.GetAxisRaw("Mouse Y") * Time.timeScale * mouseMoveSensitivity;
Camera.main.transform.position = p03;
CameraTarget += (p03 - p0);
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)//鼠标滚轮
{
// normalized = (transform.position - CameraTarget).normalized;
if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
{
Camera.main.transform.position += Camera.main.transform.forward * Input.GetAxisRaw("Mouse ScrollWheel") * Time.timeScale * MouseWheelSensitivity;
Vector3 p = Camera.main.transform.position - CameraTarget;
normalDistance = Mathf.Sqrt(Mathf.Pow(p.x, 2) + Mathf.Pow(p.y, 2) + Mathf.Pow(p.z, 2));
}
if (normalDistance < MouseZoomMin)
{
normalDistance = MouseZoomMin;
}
if (normalDistance > MouseZoomMax)
{
normalDistance = MouseZoomMax;
}
if (transform.position.y < 800)//限制 最小距离
{
transform.position = new Vector3(transform.position.x, 800, transform.position.z);
}
if (transform.position.y > 7000)//限制 最大距离
{
transform.position = new Vector3(transform.position.x, 7000, transform.position.z);
}
}
else if (Input.GetMouseButton(1))//鼠标右键
{
Debug.Log("x=" + x + " y=" + y);
y += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
x -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
x = ClampAngle(x, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(x, y, 0);
//var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
transform.rotation = rotation;
//transform.position = position;//回到初始位置
}
}
else
{
if (transform.position.y > 3000)//限制 最小距离
{
isShuBiao = true;
}
//缩放
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.Translate(Vector3.forward * 100f);//速度可调 自行调整
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.Translate(Vector3.forward * -100f);//速度可调 自行调整
}
//旋转
x = transform.localEulerAngles.x;//设置 角度,很重要
y = transform.localEulerAngles.y;
Debug.Log("xuanxuan x=" + transform.localEulerAngles.x + " y=" + y);
var mouse_x = Input.GetAxis("Mouse X") * xSpeed * 0.02f;//获取鼠标X轴移动
var mouse_y = -Input.GetAxis("Mouse Y") * ySpeed * 0.02f;//获取鼠标Y轴移动
if (Input.GetKey(KeyCode.Mouse1))
{
transform.RotateAround(Rotion_Transform, Vector3.up, mouse_x);
transform.RotateAround(Rotion_Transform, transform.right, mouse_y);
}
//Ctrl_Cam_Move();
//Cam_Ctrl_Rotation();
}
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
//--------------------围绕的物体并且 相机定位物体------------//
public Transform CenObj;//围绕的物体
private Vector3 Rotion_Transform;
private new Camera camera;
//bool bo;
private Transform mainCameraTr; //主摄像机
public Transform lookAtTarget; //摄像机看向的目标
private float cameraDistance =50.0F; //摄像机与看向目标的距离
private float cameraHeight = 800.0F; //摄像机高度
private float cmaeraOffset = 1000.0F; //摄像机的偏移
private float mainCameraMoveSpeed = 1F; //主摄像机移动的速度
private Vector3 lookAtTargetPosition; //看向目标时的位置
private Quaternion lookAtTargetRotation; //看向目标,且旋转
public bool isLookAtAppointTarget = false; //是否看向指定的物体
public void SetInit(Transform CenObj_)
{
Debug.Log("点击了=" + CenObj_.name);
isShuBiao = true;
CenObj = CenObj_;
Rotion_Transform = CenObj.position;
lookAtTarget = CenObj_;
LookAtAppointTarget();
isShuBiao = false;
}
void Update()
{
//if (!isExit)
//{
// Ctrl_Cam_Move();
// Cam_Ctrl_Rotation();
//}
}
/// <summary>
/// 镜头的远离和接近
/// </summary>
public void Ctrl_Cam_Move()
{
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.Translate(Vector3.forward * 100f);//速度可调 自行调整
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.Translate(Vector3.forward * -100f);//速度可调 自行调整
}
}
/// <summary>
/// 摄像机的旋转
/// </summary>
public void Cam_Ctrl_Rotation()
{
var mouse_x = Input.GetAxis("Mouse X") * xSpeed * 0.02f;//获取鼠标X轴移动
var mouse_y = -Input.GetAxis("Mouse Y") * ySpeed * 0.02f;//获取鼠标Y轴移动
if (Input.GetKey(KeyCode.Mouse1))
{
transform.RotateAround(Rotion_Transform, Vector3.up, mouse_x * 5);
transform.RotateAround(Rotion_Transform, transform.right, mouse_y * 5);
}
}
/// <summary>
/// 摄像机看向指定物体的方法
/// </summary>
public void LookAtAppointTarget()
{
if (lookAtTarget != null)
{
lookAtTargetPosition = new Vector3(lookAtTarget.transform.position.x + cmaeraOffset,
lookAtTarget.transform.position.y + cameraHeight, lookAtTarget.transform.position.z + cameraDistance);
isLookAtAppointTarget = true;
}
else
{
Debug.LogError(GetType() + "/LookAtAppointTarget()/看向的物体不存在,请检查!!!");
}
if (isLookAtAppointTarget == true)//是否看向物体
{
mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, 1 * mainCameraMoveSpeed);
mainCameraTr.LookAt(lookAtTarget);
}
//if (isBack == true)
//{
// mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, 10 * mainCameraMoveSpeed);
//}
}
}