unity PC和移动端 摄像机围绕目标物体transform组件 旋转 缩放(改变相机position)

using UnityEngine;using System;using System.Collections; public class CameraController : MonoBehaviour {   // Text m_debugTip;    public bool canRotation_X = true;    public bool canRotation_Y = true;    public bool canScale = true;    #region Field and Property    /// <summary>    /// Around center.    /// </summary>    public Transform target;     /// <summary>    /// Settings of mouse button, pointer and scrollwheel.    /// </summary>    public MouseSettings mouseSettings = new MouseSettings(0, 10, 10);     /// <summary>    /// Range limit of angle.    /// </summary>    public Range angleRange = new Range(-90, 90);     /// <summary>    /// Range limit of distance.    /// </summary>    public Range distanceRange = new Range(1, 10);     /// <summary>    /// Damper for move and rotate.    /// </summary>    [Range(0, 10)]    public float damper = 5;     /// <summary>    /// Camera current angls.    /// </summary>    public Vector2 CurrentAngles { protected set; get; }     /// <summary>    /// Current distance from camera to target.    /// </summary>    public float CurrentDistance { protected set; get; }     /// <summary>    /// Camera target angls.    /// </summary>    protected Vector2 targetAngles;      /// <summary>    /// Target distance from camera to target.    /// </summary>    protected float targetDistance;    #endregion     #region Protected Method    protected virtual void Start()    {      //  m_debugTip = GameObject.Find("Text").GetComponent<Text>();        CurrentAngles = targetAngles = transform.eulerAngles;        CurrentDistance = targetDistance = Vector3.Distance(transform.position, target.position);    }     protected virtual void LateUpdate()    {#if UNITY_EDITOR        AroundByMouseInput();#elif UNITY_ANDROID || UNITY_IPHONE         AroundByMobileInput();#endif     }     //记录上一次手机触摸位置判断用户是在左放大还是缩小手势      private Vector2 oldPosition1;    private Vector2 oldPosition2;     private bool m_IsSingleFinger;    /*    private void ScaleCamera()    {        //计算出当前两点触摸点的位置          var tempPosition1 = Input.GetTouch(0).position;        var tempPosition2 = Input.GetTouch(1).position;        float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);        float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);        //计算上次和这次双指触摸之间的距离差距          //然后去更改摄像机的距离          distance -= ( currentTouchDistance - lastTouchDistance ) * scaleFactor * Time.deltaTime;        //把距离限制住在min和max之间          distance = Mathf.Clamp(distance, minDistance, maxDistance);        //备份上一次触摸点的位置,用于对比          oldPosition1 = tempPosition1;        oldPosition2 = tempPosition2;    }    */     protected void AroundByMobileInput()    {        if (Input.touchCount == 1)        {             if (Input.touches[0].phase == TouchPhase.Moved)            {                targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;                targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;                 //Range.                targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);            }            //Mouse pointer.            m_IsSingleFinger = true;        }         //Mouse scrollwheel.        if (canScale)        {            if (Input.touchCount > 1)            {                  //计算出当前两点触摸点的位置                  if (m_IsSingleFinger)                {                    oldPosition1 = Input.GetTouch(0).position;                    oldPosition2 = Input.GetTouch(1).position;                }                  if (Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)                {                    var tempPosition1 = Input.GetTouch(0).position;                    var tempPosition2 = Input.GetTouch(1).position;                      float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);                    float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);                     //计算上次和这次双指触摸之间的距离差距                      //然后去更改摄像机的距离                      targetDistance -= ( currentTouchDistance - lastTouchDistance ) * Time.deltaTime * mouseSettings.wheelSensitivity;                    //  m_debugTip.text = ( currentTouchDistance - lastTouchDistance ).ToString() + " + " + targetDistance.ToString();                      //把距离限制住在min和max之间                         //备份上一次触摸点的位置,用于对比                      oldPosition1 = tempPosition1;                    oldPosition2 = tempPosition2;                    m_IsSingleFinger = false;                }            }         }                  targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);         //Lerp.        CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);        CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);            if (!canRotation_X) targetAngles.y = 0;        if (!canRotation_Y) targetAngles.x = 0;          //Update transform position and rotation.        transform.rotation = Quaternion.Euler(CurrentAngles);         transform.position = target.position - transform.forward * CurrentDistance;        // transform.position = target.position - Vector3.forward * CurrentDistance;     }     /// <summary>    /// Camera around target by mouse input.    /// </summary>    protected void AroundByMouseInput()    {        if (Input.GetMouseButton(mouseSettings.mouseButtonID))        {            //Mouse pointer.            targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;            targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;             //Range.            targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);        }         //Mouse scrollwheel.        if (canScale)        {            targetDistance -= Input.GetAxis("Mouse ScrollWheel") * mouseSettings.wheelSensitivity;         }       // m_debugTip.text = Input.GetAxis("Mouse ScrollWheel").ToString() + " + " + targetDistance.ToString();          targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);         //Lerp.        CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);        CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);            if (!canRotation_X) targetAngles.y = 0;        if (!canRotation_Y) targetAngles.x = 0;          //Update transform position and rotation.        transform.rotation = Quaternion.Euler(CurrentAngles);         transform.position = target.position - transform.forward * CurrentDistance;        // transform.position = target.position - Vector3.forward * CurrentDistance;       }    #endregion} [Serializable]public struct MouseSettings{    /// <summary>    /// ID of mouse button.    /// </summary>    public int mouseButtonID;     /// <summary>    /// Sensitivity of mouse pointer.    /// </summary>    public float pointerSensitivity;     /// <summary>    /// Sensitivity of mouse ScrollWheel.    /// </summary>    public float wheelSensitivity;     /// <summary>    /// Constructor.    /// </summary>    /// <param name="mouseButtonID">ID of mouse button.</param>    /// <param name="pointerSensitivity">Sensitivity of mouse pointer.</param>    /// <param name="wheelSensitivity">Sensitivity of mouse ScrollWheel.</param>    public MouseSettings(int mouseButtonID, float pointerSensitivity, float wheelSensitivity)    {        this.mouseButtonID = mouseButtonID;        this.pointerSensitivity = pointerSensitivity;        this.wheelSensitivity = wheelSensitivity;    }} /// <summary>/// Range form min to max./// </summary>[Serializable]public struct Range{    /// <summary>    /// Min value of range.    /// </summary>    public float min;     /// <summary>    /// Max value of range.    /// </summary>    public float max;     /// <summary>    /// Constructor.    /// </summary>    /// <param name="min">Min value of range.</param>    /// <param name="max">Max value of range.</param>    public Range(float min, float max)    {        this.min = min;        this.max = max;    }} /// <summary>/// Rectangle area on plane./// </summary>[Serializable]public struct PlaneArea{    /// <summary>    /// Center of area.    /// </summary>    public Transform center;     /// <summary>    /// Width of area.    /// </summary>    public float width;     /// <summary>    /// Length of area.    /// </summary>    public float length;     /// <summary>    /// Constructor.    /// </summary>    /// <param name="center">Center of area.</param>    /// <param name="width">Width of area.</param>    /// <param name="length">Length of area.</param>    public PlaneArea(Transform center, float width, float length)    {        this.center = center;        this.width = width;        this.length = length;    }} /// <summary>/// Target of camera align./// </summary>[Serializable]public struct AlignTarget{    /// <summary>    /// Center of align target.    /// </summary>    public Transform center;     /// <summary>    /// Angles of align.    /// </summary>    public Vector2 angles;     /// <summary>    /// Distance from camera to target center.    /// </summary>    public float distance;     /// <summary>    /// Range limit of angle.    /// </summary>    public Range angleRange;     /// <summary>    /// Range limit of distance.    /// </summary>    public Range distanceRange;     /// <summary>    /// Constructor.    /// </summary>    /// <param name="center">Center of align target.</param>    /// <param name="angles">Angles of align.</param>    /// <param name="distance">Distance from camera to target center.</param>    /// <param name="angleRange">Range limit of angle.</param>    /// <param name="distanceRange">Range limit of distance.</param>    public AlignTarget(Transform center, Vector2 angles, float distance, Range angleRange, Range distanceRange)    {        this.center = center;        this.angles = angles;        this.distance = distance;        this.angleRange = angleRange;        this.distanceRange = distanceRange;    }}

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转载自www.cnblogs.com/pz904/p/11896610.html