• 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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  • 原文地址:https://www.cnblogs.com/pz904/p/11896610.html
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