Unity实现鼠标控制摄像机围绕中心点的旋转和缩放

说明

  实现了一个功能脚本,方便于摄像机围绕一个物体进行旋转和缩放,使用的方式也很简单,将脚本挂载到主摄像机中。【Unity安卓端手势控制摄像机的旋转和缩放

  这里还用到了DoTween的插件和UniRx,需要自己导入一下,如果不想使用插件,可以把以下代码简单修改一下。

using UnityEngine;
using DG.Tweening;
using UnityEngine.EventSystems;
using QFramework;
using UniRx;
using UniRx.Triggers;

/// <summary>
/// 摄像机控制管理
/// </summary>
public class CameraController : MonoBehaviour
{
    
    
    static CameraController _instance;
    public static CameraController Ins
    {
    
    
        get {
    
     return _instance; }
    }

    Transform cam_TF;

    // 是否可以控制摄像机
    public bool isCanControlCam = true;

    [Header("旋转的目标点:")]
    public Transform rotTarget;

    [Header("相机点击UI前进和返回的速度")]
    public float cameraMoveSpeed = 400f;

    [Header("旋转速度和缩放速度:")]
    public float rotateSpeed = 1.25f;
    public float wheelSpeed = 100f;

    [Header("摄像机的最远距离和最近距离:")]
    public float minDist = 3;
    public float maxDist = 60;

    [Header("最大俯仰角:")]
    public float maxAngle;
    [Header("最小俯仰角:")]
    public float minAngle;

    // 当前摄像机俯仰角
    public float nowCamEulerX;

    Vector3 initPos;

    void Awake()
    {
    
    
        _instance = this;
        cam_TF = Camera.main.transform;
    }

    void Start()
    {
    
    
        cam_TF.LookAt(rotTarget);
        initPos = cam_TF.localPosition;
        nowCamEulerX = cam_TF.localEulerAngles.x;
		this.LateUpdateAsObservable().Subscribe(_ => {
    
    
            if (!isCanControlCam)
                return;

            CameraRotate();
            CameraFOV();
        });
    }
    /// <summary>
    /// 摄像机的初始位置
    ///可供外部调用 使摄像机位置初始化
    /// </summary>
    public void CamMoveInitPos()
    {
    
    
        if (!isCanControlCam)
            return;

        this.Sequence()
            .Event(() =>
            {
    
    
                isCanControlCam = false;
                mouseLerpPos = Vector2.zero;
                cam_TF.DORotate(new Vector3(25, -44, 0), 1f);
                cam_TF.DOMove(initPos, 1f);
            })
            .Delay(1.05f)
            .Event(() =>
            {
    
    
                isCanControlCam = true;
                nowCamEulerX = cam_TF.localEulerAngles.x;
            })
            .Begin();
    }

    #region 鼠标操作
    Vector2 mousePos;
    Vector2 mouseLerpPos;

    /// <summary>
    /// 摄像机旋转
    /// </summary>
    void CameraRotate()
    {
    
    
        mousePos.x = Input.GetAxis("Mouse X");
        mousePos.y = Input.GetAxis("Mouse Y");

        if (Input.GetMouseButton(0) && !EventSystem.current.IsPointerOverGameObject())
        {
    
    
            mouseLerpPos.x = Mathf.Lerp(mouseLerpPos.x, mousePos.x, 5 * Time.deltaTime);
            mouseLerpPos.y = Mathf.Lerp(mouseLerpPos.y, mousePos.y, 5 * Time.deltaTime);
        }
        else
        {
    
    
            mouseLerpPos.x = Mathf.Lerp(mouseLerpPos.x, 0, 5 * Time.deltaTime);
            mouseLerpPos.y = Mathf.Lerp(mouseLerpPos.y, 0, 5 * Time.deltaTime);
        }
        cam_TF.RotateAround(rotTarget.position, Vector3.up, mouseLerpPos.x * rotateSpeed);

        nowCamEulerX -= mouseLerpPos.y * rotateSpeed;

        if (nowCamEulerX > maxAngle || nowCamEulerX < minAngle)
        {
    
    
            nowCamEulerX += mouseLerpPos.y * rotateSpeed;

            mouseLerpPos.y = 0;
            return;
        }

        if (Mathf.Abs(-mouseLerpPos.y * rotateSpeed) < 0.02f)
            return;

        cam_TF.RotateAround(rotTarget.position, cam_TF.right, -mouseLerpPos.y * rotateSpeed * 0.5f);
    }

    float wheelValue;
    float wheelTargetValue;
    /// <summary>
    /// 摄像机缩放
    /// </summary>
    void CameraFOV()
    {
    
    
        wheelValue = Input.GetAxis("Mouse ScrollWheel");

        if (Vector3.Distance(cam_TF.position, rotTarget.position) < minDist && wheelValue > 0)
        {
    
    
            return;
        }

        if (Vector3.Distance(cam_TF.position, rotTarget.position) > maxDist && wheelValue < 0)
        {
    
    
            return;
        }

        if (wheelValue > 0)
            wheelValue = 0.15f;

        if (wheelValue < 0)
            wheelValue = -0.15f;

        wheelTargetValue = Mathf.Lerp(wheelTargetValue, wheelValue, 5 * Time.deltaTime);

        cam_TF.Translate(Vector3.forward * wheelTargetValue * wheelSpeed);
    }

    #endregion
}

猜你喜欢

转载自blog.csdn.net/weixin_44446603/article/details/119146088