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496 lines
15 KiB
496 lines
15 KiB
4 years ago
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using AX.InputSystem;
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using AX.MessageSystem;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class CameraData
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{
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public Vector3 targetPos;
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public float x;
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public float y;
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public float distance;
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}
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[Serializable]
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public class CameraReplayData
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{
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public Vector3 myPostion;
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public Quaternion myRotation;
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public float myTime;
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}
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public class CameraManager : MonoBehaviour
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{
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public Transform target;
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public float xSpeed = 200, ySpeed = 200, mSpeed = 50;
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public float yMinLimit = 3, yMaxLimit = 90;
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public float distance = 15, minDistance = 5, maxDistance = 40;
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public float Top = 0.0f;
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public float x = 0.0f;
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public float y = 0.0f;
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public bool needDamping = true;
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public float damping = 5.0f;
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private Quaternion rotation = new Quaternion();
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private Vector3 position = new Vector3();
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private float mouseScroll = 0.0f;
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private float mouse_X = 0.0f;
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private float mouse_Y = 0.0f;
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private bool rotateStart;
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private Vector3 prevPos = Vector3.zero;//进入拖动过程前(开始拖动)时鼠标在屏幕坐标系中的位置
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private Vector3 mousePostion = Vector3.zero;
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private bool dragStart;
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public float VerticalSpeed = 5.0f;
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public float yMax = 5.0f;
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private float keyX;
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private bool targetMoveing;
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public float initialTargetPosY;
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private float distanceResult;
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private float x_Result;
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private float y_Result;
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private bool flag;
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private float recordtimmer;
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private float recordtime;
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private float lastrecordtime;
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private CameraReplayData data;
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private CameraReplayData rePlaydata;
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private bool isReplay = false;
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private bool isReplayData = false;
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private float rePlaytimmer;
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private ReplayManager replayManager;
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private Vector3 startPos;
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private Quaternion startRot;
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private Quaternion stopQuaternion;
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private Vector3 stopTransform;
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private bool canUpDate;
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// Use this for initialization
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void Awake()
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{
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target = GameObject.Find("Target").transform;
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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initialTargetPosY = target.position.y;
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MessageDispatcher.AddListener("ReplayFrame", ReplayFrameCamera);
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MessageDispatcher.AddListener("ReplayEvent", ReplayCamera);
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data = new CameraReplayData();
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replayManager = GameObject.Find("Canvas").transform.Find("TopUI/TimeLinePanel").GetComponent<ReplayManager>();
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MessageDispatcher.AddListener("ReplayStatusChanged", RePlayStusChanged);
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CameraData cdata = new CameraData//初始化视角
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{
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//x = 180f,
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//y = 30f,
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//distance = 95f,
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x = -180f,
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y = 13f,
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distance = 55f,
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// targetPos = new Vector3(-180.7f, 1.02f, -40f)
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targetPos = new Vector3(12f, 12f, -15f)
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};
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CameraSetting(cdata);
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}
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private void ReplayCamera(IMessage obj)
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{
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var eventData = (EventData)obj.Data;
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if (eventData.eventType == RecordEventType.Camera)
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{
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rePlaydata = JsonUtility.FromJson<CameraReplayData>(eventData.json);
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isReplay = true;
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isReplayData = true;
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//记录回放开始点状态
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rePlaytimmer = replayManager.replayTime;
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startPos = transform.position;
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startRot = transform.rotation;
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}
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}
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private void OnDestroy()
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{
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MessageDispatcher.RemoveListener("ReplayFrame", ReplayFrameCamera);
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MessageDispatcher.RemoveListener("ReplayEvent", ReplayCamera);
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MessageDispatcher.RemoveListener("ReplayStatusChanged", RePlayStusChanged);
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}
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private void ReplayFrameCamera(IMessage obj)
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{
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var objectData = (ObjectData)obj.Data;
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if (objectData.cloneObjType == CloneObjType.Camera)
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{
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CameraData data = JsonUtility.FromJson<CameraData>(objectData.json);
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CameraSetting(data);
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}
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}
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public CameraData GetNowCameraData()
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{
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CameraData data = new CameraData()
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{
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x = this.x,
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y = this.y,
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distance = this.distance,
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targetPos = target.position
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};
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return data;
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}
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public void CameraSetting(CameraData data)
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{
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if (target != null)
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target.transform.position = data.targetPos;
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this.x = data.x;
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this.y = data.y;
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this.distance = data.distance;
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x_Result = data.x;
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y_Result = data.y;
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distanceResult = data.distance;
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isReplayData = false;
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if (replayManager.auto.isOn)
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{
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if (isReplay)
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isReplay = false;
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if (!canUpDate)
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canUpDate = true;
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}
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}
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public void CameraFollowTarget(Vector3 targetPos, float distance)
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{
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if (ReplaySetting.PlayStatus != PlayStatus.isReplay)
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{
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if (target != null)
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target.transform.position = targetPos;
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distanceResult = distance;
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}
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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{
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StopCoroutine(AddFollow());
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StartCoroutine(AddFollow());
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}
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//if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal)
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//{
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// AddRecordCamera(RecordManager.Instance.RecordTimer, 0.2f);
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//}
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}
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IEnumerator AddFollow()
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{
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var starttime = RecordManager.Instance.RecordTimer;
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yield return new WaitForSeconds(0.1f);
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AddRecordCamera(starttime, 0.2f);
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}
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private void RePlayStusChanged(IMessage obj)
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{
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ReplayStatus lastStatus = (ReplayStatus)obj.Data;
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if (lastStatus == ReplayStatus.normal)//从暂停切换到播放状态
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{
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if (!isReplay)
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{
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isReplay = true;
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if (stopTransform != Vector3.zero)
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{
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transform.position = stopTransform;//重新赋值到暂停时相机的参数
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transform.rotation = stopQuaternion;
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}
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}
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}
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else if (lastStatus == ReplayStatus.pause)//从播放切换到暂停状态
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{
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if (isReplay)
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{
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isReplay = false;
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stopTransform = transform.position;//记录播放暂停相机状态参数
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stopQuaternion = transform.rotation;
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canUpDate = false;
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if (!replayManager.auto.isOn)
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{
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//还原相机参数
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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target.transform.position = transform.position - transform.rotation * new Vector3(0, Top, -distance);
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target.transform.position = new Vector3(target.position.x, initialTargetPosY, target.position.z);
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//canUpDate = true;
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}
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}
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}
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else//结束状态回放结束
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{
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if (isReplay)
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isReplay = false;
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}
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}
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// Update is called once per frame
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void LateUpdate()
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{
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//if (isObservePerson)
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//{
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// transform.rotation = Quaternion.Lerp(target.transform.rotation, rotation, Time.deltaTime * damping); ;
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// transform.position = Vector3.Lerp(target.transform.position, position + positionOffset, Time.deltaTime * damping);
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//}
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if (target)
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{
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if (!isReplay && canUpDate)
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{
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UpdateCameraScale();
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if (rotateStart)
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UpdateCameraRotation();
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else
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{
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if (flag)
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{
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x = x_Result;
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y = y_Result;
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}
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}
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if (dragStart)
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UpdateCameraTargetHorizontalPos();
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if (targetMoveing)
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UpdateCameraTargetVerticalPos();
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UpdateCameraState();
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}
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else
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{
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if (isReplayData)
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{
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//rePlaytimmer += (Time.smoothDeltaTime * ReplayManager.playSpeed);
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//Debug.Log(rePlaydata.myTime + ":" + rePlaytimmer);
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if (transform.position != rePlaydata.myPostion)
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{
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transform.position = Vector3.Lerp(startPos, rePlaydata.myPostion, (replayManager.replayTime - rePlaytimmer) / rePlaydata.myTime);
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}
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if (transform.rotation != rePlaydata.myRotation)
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{
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transform.rotation = Quaternion.Lerp(startRot, rePlaydata.myRotation, (replayManager.replayTime - rePlaytimmer) / rePlaydata.myTime);
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}
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if ((replayManager.replayTime - rePlaytimmer) >= rePlaydata.myTime)
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{
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transform.position = rePlaydata.myPostion;
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transform.rotation = rePlaydata.myRotation;
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isReplayData = false;
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rePlaytimmer = 0;
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}
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}
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else
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{
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if (ReplaySetting.PlayStatus != PlayStatus.isReplay)
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{
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isReplay = false;
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}
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}
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}
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}
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}
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public void AddRecordCamera(float startTime, float timeSpan)
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{
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var eventData = new EventData();
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eventData.time = startTime;
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eventData.cloneObjType = CloneObjType.None;
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eventData.eventType = RecordEventType.Camera;
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data.myRotation = Quaternion.Euler(y, x, 0.0f);
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Vector3 disVector = new Vector3(0.0f, Top, -distance);
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data.myPostion = data.myRotation * disVector + target.position;
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data.myTime = timeSpan;
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eventData.json = JsonUtility.ToJson(data);
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RecordManager.Instance.jsonData.eventDataList.Add(eventData);
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}
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/// <summary>
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/// 更新鼠标滚动操作传人的数据
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/// </summary>
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public void UpdateCameraScaleData(float mouseScrollData, float distanceRslt)
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{
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mouseScroll = mouseScrollData;
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distanceResult = distanceRslt;
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canUpDate = true;
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}
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/// <summary>
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/// 更新鼠标右键按住状态下,移动鼠标操作传入的数据
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/// </summary>
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/// <param name="mouseX"></param>
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/// <param name="mouseY"></param>
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public void UpdateCameraRotationData(CameraCmdArgs arg)
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{
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mouse_X = arg.mouseX;
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mouse_Y = arg.mouseY;
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rotateStart = arg.rotateStart;
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if (!rotateStart)
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{
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flag = true;
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x_Result = arg.x;
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y_Result = arg.y;
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}
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canUpDate = true;
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}
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/// <summary>
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/// 更新鼠标中键按住状态下,鼠标移动操作开始传入的数据
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/// </summary>
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public void UpdateDragEnterData(Vector3 mousePos, bool draging)
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{
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mousePostion = mousePos;
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dragStart = draging;
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var screenSpace = Camera.main.WorldToScreenPoint(target.position);
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prevPos = new Vector3(mousePostion.x, mousePostion.y, screenSpace.z);
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canUpDate = true;
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}
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/// <summary>
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/// 更新鼠标中键按住状态下,鼠标移动操作过程中传入的数据
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/// </summary>
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/// <param name="mousePos"></param>
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public void UpdateDragingData(Vector3 mousePos, bool draging)
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{
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mousePostion = mousePos;
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dragStart = draging;
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}
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/// <summary>
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/// 更新鼠标中键按住状态下,鼠标移动操作结束传入的数据
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/// </summary>
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/// <param name="mousePos"></param>
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public void UpdateDragExitData(Vector3 mousePos, bool draging)
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{
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prevPos = mousePos;
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dragStart = draging;
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}
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/// <summary>
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/// 更新按Up,Down键操作传入的数据
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/// </summary>
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/// <param name="keyAix"></param>
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public void UpdateCameraVerticalMoveData(float keyAix, bool moveing)
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{
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keyX = keyAix;
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targetMoveing = moveing;
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canUpDate = true;
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}
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/// <summary>
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/// 缩放,旋转,平移,竖直移动相机后,更新其位置,旋转状态
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/// </summary>
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private void UpdateCameraState()
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{
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rotation = Quaternion.Euler(y, x, 0.0f);
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Vector3 disVector = new Vector3(0.0f, Top, -distance);
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position = rotation * disVector + target.position;
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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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/// <summary>
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/// 相机缩放
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/// </summary>
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private void UpdateCameraScale()
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{
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distance -= mouseScroll * mSpeed;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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if (mouseScroll == 0 && distanceResult != 0)
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{
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distance = distanceResult;
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}
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}
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/// <summary>
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/// 相机旋转
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/// </summary>
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private void UpdateCameraRotation()
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{
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x += mouse_X * xSpeed * 0.02f;
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y -= mouse_Y * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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}
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/// <summary>
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/// 相机水平移动
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/// </summary>
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private void UpdateCameraTargetHorizontalPos()
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{
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if (mousePostion.x > Screen.width || mousePostion.y > Screen.height)
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{
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return;
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}
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var screenSpace = Camera.main.WorldToScreenPoint(target.position);
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var currPos = new Vector3(mousePostion.x, mousePostion.y, screenSpace.z);
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var prev = Camera.main.ScreenToWorldPoint(prevPos);
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var curr = Camera.main.ScreenToWorldPoint(currPos);
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var offset = curr - prev;
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offset.y = 0;
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|
||
|
target.position += -offset;
|
||
|
|
||
|
prevPos = currPos;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// 相机竖直移动
|
||
|
/// </summary>
|
||
|
private void UpdateCameraTargetVerticalPos()
|
||
|
{
|
||
|
float targetPosY = target.position.y;
|
||
|
|
||
|
if (targetPosY <= yMax && targetPosY >= initialTargetPosY)
|
||
|
{
|
||
|
if (keyX > 0)
|
||
|
{
|
||
|
target.transform.Translate(0, VerticalSpeed * Time.deltaTime, 0);
|
||
|
}
|
||
|
if (keyX < 0)
|
||
|
{
|
||
|
target.transform.Translate(0, -VerticalSpeed * Time.deltaTime, 0);
|
||
|
}
|
||
|
|
||
|
if (target.transform.position.y > yMax)
|
||
|
{
|
||
|
target.position = new Vector3(target.position.x, yMax, target.position.z);
|
||
|
}
|
||
|
if (target.transform.position.y < initialTargetPosY)
|
||
|
{
|
||
|
target.position = new Vector3(target.position.x, initialTargetPosY, target.position.z);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private float ClampAngle(float angle, float min, float max)
|
||
|
{
|
||
|
if (angle < -360)
|
||
|
angle += 360;
|
||
|
if (angle > 360)
|
||
|
angle -= 360;
|
||
|
return Mathf.Clamp(angle, min, max);
|
||
|
}
|
||
|
}
|