• Unity相机围绕物体的旋转与缩放


    这个是需要用的DOTween的,将此脚本挂到相机上,然后再添加相机跟随的目标即可,具体代码如下

    using DG.Tweening;
    using UnityEngine;

    public class FollowTrackingCamera : MonoBehaviour
    {
    public static FollowTrackingCamera _Instance;

    // Camera target to look at.
    //相机跟随目标
    public Transform target;

    //相机旋转角度
    public Vector3 CameraRotation;

    // Exposed vars for the camera position from the target.
    //从目标到摄像机位置的外露vars.
    public float height = 20f;
    public float distance = 20f;

    // Camera limits.
    //相机移动范围
    public float min = 10f;
    public float max = 60;

    // Options.
    //public bool doRotate;
    //相机旋转以及缩放功能开关
    public bool doZoom;
    public bool doRotate;

    // The movement amount when zooming.缩放时的移动量。
    public float zoomStep = 30f;
    public float zoomSpeed = 5f;
    private float heightWanted;
    private float distanceWanted;


    public float xSpeed = 3.0f;
    public float ySpeed = 3.0f;

    public float yMinLimit = -20f;
    public float yMaxLimit = 80f;

    //public float xMinLimit = 30f;
    //public float xMaxLimit = 220f;

    public float distanceMin = 1.5f;
    public float distanceMax = 15f;

    public float smoothTime = 2f;

    float rotationYAxis = 230.0f;
    float rotationXAxis = -8.0f;

    float velocityX = 0.0f;
    float velocityY = 0.0f;

    //两根手指
    private Touch oldTouch1;
    private Touch oldTouch2;
    //Vector2 m_screenPos = Vector2.zero; //记录手指触碰的位置

    float scaleFactor;

    // Result vectors.
    private Vector3 zoomResult;//缩放后坐标
    private Quaternion rotationResult;
    private Vector3 targetAdjustedPosition;
    private Quaternion rotation;


    private void Awake()
    {
    _Instance = this;
    }

    void Start()
    {

    init();

    }
    void init()
    {
    Position = transform.position;
    rotation = transform.rotation;

    //得到相机欧拉角
    Vector3 angles = transform.eulerAngles;
    //相机绕Y轴转动的角度值
    rotationYAxis = angles.y;
    //相机绕X轴转动的角度值
    rotationXAxis = angles.x;
    print("相机初始位置" + rotationXAxis);
    //print("Y轴数值"+ rotationYAxis);
    //print("X轴数值" + rotationXAxis);

    // Initialise default zoom vals.
    //相机当前高度赋值于目标高度
    heightWanted = height;
    distanceWanted = distance;
    // Setup our default camera. We set the zoom result to be our default position.
    zoomResult = new Vector3(0f, height, -distance);
    }
    public static float InitAngle=-90;
    public float CurrAngle=45;
    public float WantedScale = 20;//想要的缩进大小
    void LateUpdate()
    {
    if (IsInit == true)
    {
    distanceWanted = WantedScale;
    AsianAni.Instance.Tween(InitAngle);
    rotationXAxis = 25;
    //DOTween.To(() => distanceWanted, x => distanceWanted = x, 19, 0.01f);
    DOTween.To(() => rotationXAxis, x => rotationXAxis = x, CurrAngle, 0.5f);
    rotationYAxis = 0;
    IsInit = false;
    }
    // Check target.
    //检测目标是否存在
    if (!target)
    {
    Debug.LogError("This camera has no target, you need to assign a target in the inspector.");
    return;
    }

    //相机视角缩放
    if (doZoom)
    {
    //print(doRotate);
    //if (Input.touchCount <= 0)
    //{
    // return;
    //}
    float mouseInput;
    if (Input.touchCount > 1)
    {

    Touch newTouch1 = Input.GetTouch(0);
    Touch newTouch2 = Input.GetTouch(1);
    //第2点刚开始接触屏幕, 只记录,不做处理  
    if (newTouch2.phase == TouchPhase.Began)
    {
    oldTouch2 = newTouch2;
    oldTouch1 = newTouch1;
    //return;
    }
    //计算老的两点距离和新的两点间距离,变大要放大模型,变小要缩放模型  
    float oldDistance = Vector2.Distance(oldTouch1.position, oldTouch2.position);
    float newDistance = Vector2.Distance(newTouch1.position, newTouch2.position);
    //两个距离只差,为正表示放大,为负表示缩小
    float offset = newDistance - oldDistance;
    //缩放因子
    scaleFactor = offset / 1000f;

    mouseInput = scaleFactor;

    heightWanted -= zoomStep * mouseInput;
    distanceWanted -= zoomStep * mouseInput;
    }

    // Record our mouse input. If we zoom add this to our height and distance.
    //记录鼠标滚轮滚动时的变量 并赋值记录
    //mouseInput特性:正常状态为0;滚轮前推一格变为+0.1一次,后拉则变为-0.1一次
    // Input.GetAxis("Mouse ScrollWheel");
    if (Input.touchCount <= 0)
    {
    mouseInput = Input.GetAxis("Mouse ScrollWheel");

    heightWanted -= zoomStep * mouseInput;
    distanceWanted -= zoomStep * mouseInput;
    }
    //print("+++"+mouseInput);

    // Make sure they meet our min/max values.
    //限制相机高度范围
    heightWanted = Mathf.Clamp(heightWanted, min, max);
    distanceWanted = Mathf.Clamp(distanceWanted, min, max);
    //差值计算,动态修改相机高度值(平滑的变化)
    height = Mathf.Lerp(height, heightWanted, Time.deltaTime * zoomSpeed);
    distance = Mathf.Lerp(distance, distanceWanted, Time.deltaTime * zoomSpeed);

    // Post our result.
    //缩放后坐标
    zoomResult = new Vector3(0f, height, -distance);
    }
    //相机视角旋转
    if (doRotate)
    {
    //print("水平" + Input.GetAxis("Horizontal"));
    //print("竖直" + Input.GetAxis("Vertical"));
    if (Input.touchCount == 1)
    {
    Touch newTouch1 = Input.GetTouch(0);
    //Touch touch = Input.GetTouch(0);
    if (Input.touches[0].phase == TouchPhase.Began)
    {
    oldTouch1 = newTouch1;
    //m_screenPos = touch.position;
    }

    if (Input.touches[0].phase == TouchPhase.Moved)
    {
    float CX = newTouch1.position.x - oldTouch1.position.x;
    float CY = newTouch1.position.y - oldTouch1.position.y;

    velocityX += xSpeed * CX * 0.02f * Time.deltaTime;
    velocityY += ySpeed * CY * 0.02f * Time.deltaTime;
    }
    }
    if (Input.GetMouseButton(2) || Input.GetMouseButton(0) || Input.GetMouseButton(1))
    {
    // print("欧拉角"+transform.eulerAngles);
    velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
    velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
    }
    rotationYAxis += velocityX;
    rotationXAxis -= velocityY;
    if (rotationXAxis >= 90)
    {
    rotationXAxis = 90;
    }
    else if (rotationXAxis <= -90)
    {
    rotationXAxis = -90;
    }
    }
    Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
    Quaternion rotation = toRotation;
    Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
    //相机跟随
    Vector3 position = rotation * negDistance + target.position;
    //改变相机Rotation,从而旋转相机
    transform.rotation = rotation;



    //将缩放后的坐标作为相机的当前坐标位置
    transform.position = position;
    velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
    velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);


    }
    public static float ClampAngle(float angle, float min, float max)
    {
    if (angle < -360F)
    angle += 360F;
    if (angle > 360F)
    angle -= 360F;
    //限制相机转动角度
    return Mathf.Clamp(angle, min, max);
    }

    public void InitPoint(http://www.my516.com)
    {
    heightWanted = max;
    distanceWanted = max;
    }

    public void InitReturn(float a, float b)
    {
    heightWanted = a;
    distanceWanted = b;
    }
    public Vector3 Position;//当前摄像机的位置
    public Vector3 Rotation;//当前摄像机的角度

    public bool IsInit = false;
    }
    --------------------- 

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  • 原文地址:https://www.cnblogs.com/hyhy904/p/11153990.html
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