using UnityEngine;
using System.Collections;
public class Camera360 : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float initdistance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
public float autoRotate = 1f;
public float autoRotateSpeed = 0.1f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
public float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private float idleTimer = 0.0f;
private float idleSmooth = 0.0f;
void Start()
{
Init();
//if (!target)
//{
// go = new GameObject("cam target");
// go.transform.position = transform.position + (transform.forward * distance);
// target = go.transform;
//}
}
GameObject go;
void OnEnable()
{
//Init();
}
public void SetTarget(Transform objCenter)
{
go.transform.position = objCenter.position;
go.transform.rotation = objCenter.rotation;
currentDistance = desiredDistance = initdistance;
//更新距离
//视角定位到X轴
currentRotation = rotation= Quaternion.LookRotation(-objCenter.right);
transform.rotation = currentRotation;
xDeg = transform.rotation.eulerAngles.y;
yDeg = transform.rotation.eulerAngles.x;
}
public void Init()
{
//
if (!target)
{
go = new GameObject("cam target");
go.transform.position = transform.position + (transform.forward * initdistance);
target = go.transform;
}
//distance = Vector3.Distance(transform.position, target.position);
currentDistance = initdistance;
desiredDistance = initdistance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
//xDeg = Vector3.Angle(Vector3.right, transform.right);
//yDeg = Vector3.Angle(Vector3.up, transform.up);
xDeg = transform.rotation.eulerAngles.y;
yDeg = transform.rotation.eulerAngles.x;
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
if (target == null)
return;
// If Control and Alt and Middle button? ZOOM!
//if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
//{
// desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
//}
//// If middle mouse and left alt are selected? ORBIT
//else
if (Input.GetMouseButton(0))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
transform.rotation = rotation;
// Reset idle timers
idleTimer = 0;
idleSmooth = 0;
}
else
{
//自动旋转
//idleTimer+= 0.02f;
// if (idleTimer > autoRotate && autoRotate > 0)
// {
// idleSmooth += (0.02f + idleSmooth) * 0.005f;
// idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
// xDeg += xSpeed * Time.deltaTime * idleSmooth * autoRotateSpeed;
// }
// //Clamp the vertical axis for the orbit
// yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// // set camera rotation
// desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
// currentRotation = transform.rotation;
// rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening * 2);
// transform.rotation = rotation;
}
// Middle click disabled
// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
// else if (Input.GetMouseButton(2))
// {
// grab the rotation of the camera so we can move in a psuedo local XY space
// target.rotation = transform.rotation;
// target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
// target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
// }
//Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
// calculate position based on the new currentDistance
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
///
/// 修改物体及子物体层级
///
///
///
public void ChangeObjLayer(GameObject obj,string layerName)
{
foreach (Transform item in obj.GetComponentsInChildren(true))
{
item.gameObject.layer = LayerMask.NameToLayer(layerName);
}
}
}