feature: 添加旋转、平移、缩放摄像头功能
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Assets/CameraBehaviour.cs
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Assets/CameraBehaviour.cs
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using UnityEngine;
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public class CameraBehaviour : MonoBehaviour
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{
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public Transform target;
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private const int MouseWheelSensitivity = 1; //滚轮灵敏度设置
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private const int MouseZoomMin = 1; //相机距离最小值
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private const int MouseZoomMax = 20; //相机距离最大值
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private const float XSpeed = 250.0f;
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private const float YSpeed = 120.0f;
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private const int YMinLimit = -360;
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private const int YMaxLimit = 360;
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private float _eulerX; //存储相机的euler角
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private float _eulerY; //存储相机的euler角
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private float _distance = 5; //相机和target之间的距离,因为相机的Z轴总是指向target,也就是相机z轴方向上的距离
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private Vector3 _targetOnScreenPosition; //目标的屏幕坐标,第三个值为z轴距离
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private Quaternion _cameraRotation; //存储相机的姿态四元数
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private Vector3 _targetPosition; //target的位置
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private Vector3 _initPosition; //平移时用于存储平移的起点位置
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private Vector3 _cameraX; //相机的x轴方向向量
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private Vector3 _cameraY; //相机的y轴方向向量
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private Vector3 _cameraZ; //相机的z轴方向向量
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private Vector3 _initScreenPosition; //中键刚按下时鼠标的屏幕坐标(第三个值其实没什么用)
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private Vector3 _cursorScreenPosition; //当前鼠标的屏幕坐标(第三个值其实没什么用)
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private void Start()
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{
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//这里就是设置一下初始的相机视角以及一些其他变量,这里的x和y。。。是和下面getAxis的mouse x与mouse y对应
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var angles = transform.eulerAngles;
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_eulerX = angles.y;
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_eulerY = angles.x;
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_targetPosition = target.position;
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_cameraRotation = Quaternion.Euler(_eulerY + 60, _eulerX, 0);
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// 引入中间变量 提高代码效率
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var transform1 = transform;
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transform1.rotation = _cameraRotation; //设置相机姿态
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/*var position =
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_cameraRotation * new Vector3(0.0F, 0.0F, -_distance) +
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_targetPosition; //四元数表示一个旋转,四元数乘以向量相当于把向量旋转对应角度,然后加上目标物体的位置就是相机位置了*/
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transform1.position = _cameraRotation * new Vector3(0, 0, -_distance) + _targetPosition; //设置相机位置
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}
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private void Update()
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{
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//鼠标右键旋转功能
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if (Input.GetMouseButton(1))
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{
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_eulerX += Input.GetAxis("Mouse X") * XSpeed * 0.02f;
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_eulerY -= Input.GetAxis("Mouse Y") * YSpeed * 0.02f;
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_eulerY = ClampAngle(_eulerY, YMinLimit, YMaxLimit);
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_cameraRotation = Quaternion.Euler(_eulerY + 60, _eulerX, 0);
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var position = _cameraRotation * new Vector3(0.0f, 0.0f, -_distance) + _targetPosition;
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// 引入中间变量 提高代码效率
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var transform1 = transform;
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transform1.rotation = _cameraRotation;
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transform1.position = position;
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}
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else if (Input.GetAxis("Mouse ScrollWheel") != 0) //鼠标滚轮缩放功能
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{
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if (_distance >= MouseZoomMin && _distance <= MouseZoomMax)
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{
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_distance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
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}
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if (_distance < MouseZoomMin)
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{
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_distance = MouseZoomMin;
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}
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if (_distance > MouseZoomMax)
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{
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_distance = MouseZoomMax;
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}
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transform.position = _cameraRotation * new Vector3(0.0F, 0.0F, -_distance) + _targetPosition;
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}
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//鼠标中键平移
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if (Input.GetMouseButtonDown(2))
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{
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// 添加中间变量
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// 提高代码效率
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var transform1 = transform;
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_cameraX = transform1.right;
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_cameraY = transform1.up;
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_cameraZ = transform1.forward;
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_initScreenPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, _targetOnScreenPosition.z);
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//targetOnScreenPosition.z为目标物体到相机平面的法线距离
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_targetOnScreenPosition = Camera.main!.WorldToScreenPoint(_targetPosition);
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_initPosition = _targetPosition;
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}
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if (Input.GetMouseButton(2))
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{
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_cursorScreenPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, _targetOnScreenPosition.z);
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//0.01这个系数是控制平移的速度,要根据相机和目标物体的distance来灵活选择
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target.position = _initPosition - 0.01f * ((_cursorScreenPosition.x - _initScreenPosition.x) * _cameraX +
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(_cursorScreenPosition.y - _initScreenPosition.y) * _cameraY);
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//重新计算位置
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var mPosition = _cameraRotation * new Vector3(0.0F, 0.0F, -_distance) + target.position;
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transform.position = mPosition;
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// //用这个会让相机的平移变得更平滑,但是可能在你ButtonUp时未使相机移动到应到的位置,导致再进行旋转与缩放操作时出现短暂抖动
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//transform.position=Vector3.Lerp(transform.position,mPosition,Time.deltaTime*moveSpeed);
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}
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if (Input.GetMouseButtonUp(2))
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{
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Debug.Log("upOnce");
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//平移结束把cameraTargetPosition的位置更新一下,不然会影响缩放与旋转功能
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_targetPosition = target.position;
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}
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}
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//将angle限制在min~max之间
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private static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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/*void testScreenToWorldPoint()
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{
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//第三个坐标指的是在相机z轴指向方向上的距离
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Vector3 screenPoint = Camera.main.WorldToScreenPoint(_targetPosition);
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Debug.Log("ScreenPoint: " + screenPoint);
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// var worldPosition = Camera.main.ScreenToWorldPoint(new Vector3(1,1,10));
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// Debug.Log("worldPosition: "+worldPosition);
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}*/
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}
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Assets/CameraBehaviour.cs.meta
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Assets/CameraBehaviour.cs.meta
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