110 lines
3.2 KiB
C#
110 lines
3.2 KiB
C#
using UnityEngine;
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public class MoveCameraByMouse : MonoBehaviour
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{
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public static MoveCameraByMouse instance;
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[Header("设置初始视角")]
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public Vector3 initialPosition = new Vector3(376f, 565f, 155f);
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public Vector3 initialRotation = new Vector3(58.3f, -90f, 0f);
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[Header("围绕旋转的目标物体")]
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public Transform target;
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[Header("是否开启旋转")]
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public bool ison = true;
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[Header("设置旋转角度")]
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public float x = 154.6f, y = 31.5f, z = 0f;
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[Header("旋转速度值")]
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public float xSpeed = 100, ySpeed = 100;
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[Header("缩放速度值")]
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public float mSpeed = 2;
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[Header("y轴角度限制,设置成一样则该轴不旋转")]
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public float yMinLimit = -365, yMaxLimit = 365;
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[Header("x轴角度限制")]
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public float leftMax = -365, rightMax = 365;
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[Header("距离限制")]
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public float distance = 7f, minDistance = 0.1f, maxDistance = 10f;
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[Header("阻尼设置")]
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public bool needDamping = true;
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public float damping = 3f;
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[Header("是否正在旋转")]
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public bool isRotate;
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[Header("是否正在缩放")]
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public bool isZoom;
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private void Start()
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{
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instance = this;
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transform.position = initialPosition;
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transform.rotation = Quaternion.Euler(initialRotation);
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}
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public void LateUpdate()
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{
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if (target && ison == true)
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{
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if (Input.GetMouseButton(0))
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{
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isRotate = true;
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// 判断是否需要反向旋转
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if ((y > 90f && y < 270f) || (y < -90 && y > -270f))
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{
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x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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}
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else
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{
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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}
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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x = ClampAngle(x, leftMax, rightMax);
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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}
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else
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isRotate = false;
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if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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isZoom = true;
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}
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else
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isZoom = false;
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distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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Quaternion rotation = Quaternion.Euler(y, x, z);
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Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
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Vector3 position = rotation * disVector + target.position;
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// 阻尼感
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if (needDamping)
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{
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transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
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transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
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}
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else
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{
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transform.rotation = rotation;
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transform.position = position;
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}
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}
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}
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// 对数值进行限制;
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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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}
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