278 lines
8.4 KiB
C#
278 lines
8.4 KiB
C#
using UnityEngine;
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using UnityEngine.EventSystems;
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using DG.Tweening;
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using static WebInteraction;
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using System;
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/// <summary>
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/// 上帝视角
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/// </summary>
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[AddComponentMenu("ExtendedFlycam/上帝视角")]
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public class ExtendedFlycam : MonoBehaviour
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{
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static ExtendedFlycam _inst;
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public static ExtendedFlycam Inst
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{
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get
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{
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if (_inst == null)
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{
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_inst = new ExtendedFlycam();
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}
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return _inst;
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}
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}
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public float cameraSensitivity = 90;
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public float climbSpeed = 4;
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public float normalMoveSpeed = 10;
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public float slowMoveFactor = 0.25f;
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public float fastMoveFactor = 3;
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/// <summary>
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/// 旋转X增量
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/// </summary>
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[HideInInspector] public float rotationX = 0.0f;
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/// <summary>
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/// 旋转Y增量
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/// </summary>
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[HideInInspector] public float rotationY = 0.0f;
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private Vector3 previousMousePosition;
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public Vector3 initialRotationEulerAngles; // 保存初始角度
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public bool isvalid = true;
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private void Awake()
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{
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_inst = this;
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previousMousePosition = Input.mousePosition;
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BoolMonitor.ValueChanged += BoolMonitor_ValueChanged;
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}
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//检测bool是否变化
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private static void BoolMonitor_ValueChanged(object sender, EventArgs e)
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{
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//Debug.Log("当前是否不动" + BoolMonitor.Value);
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if (!BoolMonitor.Value)
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{
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if (!string.IsNullOrEmpty(WebInteraction.Inst.current_videoNumber) && WebInteraction.Inst.isVideoPlay)
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{
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WebInteraction.Inst.CloseVideo(WebInteraction.Inst.current_videoNumber);
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}
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}
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}
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private Transform cameraTransform;
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private Vector3 lastPosition;
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private Quaternion lastRotation;
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void Start()
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{
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Cursor.visible = true;
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//initialRotationEulerAngles = transform.localEulerAngles;
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// 获取相机的Transform组件
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cameraTransform = GetComponent<Transform>();
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// 初始化上一帧的位置和旋转
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lastPosition = cameraTransform.position;
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lastRotation = cameraTransform.rotation;
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}
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private void OnEnable()
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{
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transform.rotation = Quaternion.Euler(initialRotationEulerAngles);
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}
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public bool HasMouseMoved()
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{
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float mouseX = Input.GetAxisRaw("Mouse X");
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float mouseY = Input.GetAxisRaw("Mouse Y");
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if (mouseX != 0 || mouseY != 0)
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{
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previousMousePosition = Input.mousePosition;
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return true;
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}
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return false;
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}
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Vector3 ClampAngle(float x, float y, float z, Vector3 v)
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{
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if (x <= -360)
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x += 360;
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if (x >= 360)
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x -= 360;
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if (y <= -360)
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y += 360;
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if (y >= 360)
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y -= 360;
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if (z <= -360)
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z += 360;
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if (z >= 360)
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z -= 360;
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v.Set(x, y, z);
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return v;
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}
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//检测相机是否移动
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public bool ismove()
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{
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// 检查当前帧的位置和旋转是否与上一帧不同
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if (cameraTransform.position != lastPosition || cameraTransform.rotation != lastRotation)
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{
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// 相机移动了,可以在这里执行相应的操作
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//Debug.Log("相机移动了"+ BoolMonitor.Value);
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// 更新上一帧的位置和旋转
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lastPosition = cameraTransform.position;
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lastRotation = cameraTransform.rotation;
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return false;
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}
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return true;
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}
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public void setisvalid(bool b)
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{
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isvalid = b;
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}
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public GameObject mask_img;
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void Update()
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{
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if (mask_img.activeSelf) return;
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BoolMonitor.Value = ismove();
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if (!isvalid)
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{
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init_mainCamera_rot();
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return;
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}
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//initialRotationEulerAngles = transform.localEulerAngles;
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if (Input.GetMouseButton(1))
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{
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if (HasMouseMoved())
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{
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// 累加旋转增量
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rotationX += Input.GetAxis("Mouse X") * cameraSensitivity;
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rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity;
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rotationY = Mathf.Clamp(rotationY, -90, 90);
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//Debug.Log(rotationX + "\n" + rotationX);
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// 从initialRotationEulerAngles开始旋转,然后添加旋转增量。
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Vector3 rotation = initialRotationEulerAngles + new Vector3(-rotationY, -rotationX, 0);
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transform.localRotation = Quaternion.Euler(rotation);
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//transform.localEulerAngles = rotation;
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}
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}
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if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
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{
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//GetComponent<ImageEffect_GaussianBlur>().enabled = true;
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transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
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transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
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}
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else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
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{
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transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime;
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transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime;
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}
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else
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{
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transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime;
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transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime;
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}
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if (!EventSystem.current.IsPointerOverGameObject())
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{
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if (Input.GetAxis("Mouse ScrollWheel") < 0)
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{
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//transform.position += transform.up * climbSpeed * Time.deltaTime*100;
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if (GetComponent<Camera>().fieldOfView >= 60)
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{
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GetComponent<Camera>().fieldOfView = 60;
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return;
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}
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GetComponent<Camera>().fieldOfView += Time.deltaTime * 100;
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}
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if (Input.GetAxis("Mouse ScrollWheel") > 0)
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{
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//transform.position -= transform.up * climbSpeed * Time.deltaTime*100;
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if (GetComponent<Camera>().fieldOfView <= 10)
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{
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GetComponent<Camera>().fieldOfView = 10;
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return;
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}
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GetComponent<Camera>().fieldOfView -= Time.deltaTime * 100;
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}
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}
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//if (Input.GetKeyDown(KeyCode.End))
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//{
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// Cursor.visible = (Cursor.visible == true) ? false : true;
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//}
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}
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/// <summary>
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/// 重置相机角度初始增量
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/// </summary>
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public void init_mainCamera_rot()
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{
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rotationX = 0;
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rotationY = 0;
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}
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public void vvvv()
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{
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{
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Array.ForEach(GameObject.FindObjectsOfType<ClickEvent>(), itme =>
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{
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itme.My_magnifyState = false;
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});
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PatternChoose.Inst.transform.Find("设备类/设备配置").gameObject.SetActive(false);
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PatternChoose.Inst.transform.Find("设备类/设备新增").gameObject.SetActive(false);
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PatternChoose.Inst.transform.Find("端口类/端口配置").gameObject.SetActive(false);
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PatternChoose.Inst.transform.Find("端口类/端口新增").gameObject.SetActive(false);
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GameManager.Inst.magnifyState = false;
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Inst.init_mainCamera_rot();
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Inst.transform.DOLocalMove(new Vector3(4.73694f, 20.1847f, -4.738012f), 1);
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Inst.transform.DORotateQuaternion(Quaternion.Euler(Inst.ClampAngle(67.072f, -179.714f, -0.025f, Vector3.zero)), 1f).OnComplete(() =>
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{
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//更新相机初始旋转角度
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Inst.initialRotationEulerAngles = new Vector3(67.072f, -179.714f, -0.025f);
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});
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}
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}
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public void OnDestroy()
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{
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// 停止并清除所有DOTween动画
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transform.DOKill();
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// 清除DOTween Tweener和Sequence缓存
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DOTween.Clear(true);
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}
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float GetLimitedAngle(float angle)
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{
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// 将角度转换为在 0-360 范围内
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angle %= 360f;
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// 处理负数角度
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if (angle < 0f)
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{
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angle += 360f;
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}
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return angle;
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}
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} |