网上演练贵港万达广场(人员密集)
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using AX.InputSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AX.MessageSystem;
using System;
public enum CameraViewState
{
None,
ThirdPersonView,
PlanView
}
public class CameraManager : MonoBehaviour
{
public Transform target;
public float xSpeed = 200, ySpeed = 200, mSpeed = 50;
public float yMinLimit = 3, yMaxLimit = 90;
public float distance = 15, minDistance = 5, maxDistance = 40;
public float Top = 0.0f;
public float x = 0.0f;
public float y = 0.0f;
public bool needDamping = true;
public float damping = 5.0f;
public Vector3 positionOffset = new Vector3();//Target中心点的偏移量
public CameraViewState viewType;//相机目标是否为人物对象
private Quaternion rotation = new Quaternion();
private Vector3 position = new Vector3();
private float mouseScroll = 0.0f;
private float mouse_X = 0.0f;
private float mouse_Y = 0.0f;
private bool rotateStart;
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
private Vector3 mousePostion = Vector3.zero;
private bool dragStart;
public float VerticalSpeed = 5.0f;
public float yMax = 5.0f;
private float keyX;
private bool targetMoveing;
public float initialTargetPosY;
private float distanceResult;
private float x_Result;
private float y_Result;
private bool flag;
public delegate void TargetChangeHandler(Transform target);
public event TargetChangeHandler targetChanged;
// Use this for initialization
void Awake()
{
target = GameObject.Find("Target").transform;
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
initialTargetPosY = target.position.y;
}
// Update is called once per frame
void LateUpdate()
{
if (target)
{
if (viewType != CameraViewState.ThirdPersonView)
{
UpdateCameraScale();
if (rotateStart)
UpdateCameraRotation();
else
{
if (flag)
{
x = x_Result;
y = y_Result;
}
}
if (dragStart)
UpdateCameraTargetHorizontalPos();
if (targetMoveing)
UpdateCameraTargetVerticalPos();
UpdateCameraState();
}
else
{
UpdateCameraScale();
if (rotateStart)
UpdateCameraRotation();
else
{
if (flag)
{
x = x_Result;
y = y_Result;
}
}
UpdateCameraState();
}
}
}
/// <summary>
/// 更新鼠标滚动操作传人的数据
/// </summary>
public void UpdateCameraScaleData(float mouseScrollData, float distanceRslt)
{
mouseScroll = mouseScrollData;
distanceResult = distanceRslt;
}
/// <summary>
/// 更新鼠标右键按住状态下,移动鼠标操作传入的数据
/// </summary>
/// <param name="mouseX"></param>
/// <param name="mouseY"></param>
public void UpdateCameraRotationData(CameraCmdArgs arg)
{
mouse_X = arg.mouseX;
mouse_Y = arg.mouseY;
rotateStart = arg.rotateStart;
if (!rotateStart)
{
flag = true;
x_Result = arg.x;
y_Result = arg.y;
}
}
/// <summary>
/// 更新鼠标中键按住状态下,鼠标移动操作开始传入的数据
/// </summary>
public void UpdateDragEnterData(Vector3 mousePos, bool draging)
{
mousePostion = mousePos;
dragStart = draging;
var screenSpace = Camera.main.WorldToScreenPoint(target.position);
prevPos = new Vector3(mousePostion.x, mousePostion.y, screenSpace.z);
}
/// <summary>
/// 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
/// </summary>
/// <param name="mousePos"></param>
public void UpdateDragingData(Vector3 mousePos, bool draging)
{
mousePostion = mousePos;
dragStart = draging;
}
/// <summary>
/// 更新鼠标中键按住状态下,鼠标移动操作结束传入的数据
/// </summary>
/// <param name="mousePos"></param>
public void UpdateDragExitData(Vector3 mousePos, bool draging)
{
prevPos = mousePos;
dragStart = draging;
}
/// <summary>
/// 更新按Up,Down键操作传入的数据
/// </summary>
/// <param name="keyAix"></param>
public void UpdateCameraVerticalMoveData(float keyAix, bool moveing)
{
keyX = keyAix;
targetMoveing = moveing;
}
/// <summary>
/// 缩放,旋转,平移,竖直移动相机后,更新其位置,旋转状态
/// </summary>
private void UpdateCameraState()
{
rotation = Quaternion.Euler(y, x, 0.0f);
Vector3 disVector = new Vector3(0.0f, Top, -distance);
position = rotation * disVector + target.position;
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position + positionOffset, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position +positionOffset;
}
}
/// <summary>
/// 相机缩放
/// </summary>
private void UpdateCameraScale()
{
distance -= mouseScroll * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
if (mouseScroll == 0 && distanceResult != 0)
{
distance = distanceResult;
}
}
/// <summary>
/// 相机旋转
/// </summary>
private void UpdateCameraRotation()
{
x += mouse_X * xSpeed * 0.02f;
y -= mouse_Y * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
/// <summary>
/// 相机水平移动
/// </summary>
private void UpdateCameraTargetHorizontalPos()
{
if (mousePostion.x > Screen.width || mousePostion.y > Screen.height)
{
return;
}
var screenSpace = Camera.main.WorldToScreenPoint(target.position);
var currPos = new Vector3(mousePostion.x, mousePostion.y, screenSpace.z);
var prev = Camera.main.ScreenToWorldPoint(prevPos);
var curr = Camera.main.ScreenToWorldPoint(currPos);
var offset = curr - prev;
offset.y = 0;
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);
}
/// <summary>
///脚本激活时添加监听方法
/// </summary>
private void OnEnable()
{
MessageDispatcher.AddListener(MessageName.RestCamera.ToString(), RestCamera);
}
/// <summary>
/// 脚本禁用时移除监听方法
/// </summary>
private void OnDisable()
{
MessageDispatcher.RemoveListener(MessageName.RestCamera.ToString(), RestCamera);
}
//复位
private void RestCamera(IMessage obj)
{
if (flag)
{
x_Result = 180f;
y_Result = 90f;
}
else
{
x = 180f;
y = 90f;
}
}
/// <summary>
/// 视角移动方法
/// </summary>
/// <param name="TargetPos">目标点</param>
/// <param name="CameraDistance">距离</param>
/// <param name="CameraX">横向偏移</param>
/// <param name="CameraY">竖向偏移</param>
public void SetCameraView(Vector3 TargetPos, float CameraDistance, float CameraX, float CameraY)
{
x = CameraX;
y = CameraY;
distance = CameraDistance;
x_Result = CameraX;
y_Result = CameraY;
distanceResult = CameraDistance;
if (target != null)
target.transform.position = TargetPos;
}
/// <summary>
/// 相机视觉切换
/// </summary>
/// <param name="TargetPos"></param>
/// <param name="CameraDistance"></param>
/// <param name="minDistance"></param>
/// <param name="maxDistance"></param>
public void ChangeCameraView(Vector3 TargetPos, float CameraDistance,float minDis,float maxDis)
{
distance = CameraDistance;
minDistance = minDis;
maxDistance = maxDis;
if (distance > maxDistance)
{
distance = maxDistance;
}
if (distance < minDistance)
{
distance = minDistance;
}
distanceResult = distance;
if (target != null)
{
target.transform.position = TargetPos;
}
}
/// <summary>
/// 更换相机跟随对象
/// </summary>
/// <param name="targetObj"></param>
public void ChangeTarget(GameObject targetObj)
{
target = targetObj.transform;
if (targetChanged != null)
{
targetChanged(target);
}
}
}