CameraSurround.cs 4.4 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. public class CameraSurround : MonoBehaviour
  6. {
  7. public static CameraSurround instance;
  8. /// <summary>
  9. /// 旋转点
  10. /// </summary>
  11. private Vector3 m_RotationPoint;
  12. private void Awake()
  13. {
  14. instance = this;
  15. }
  16. private void Update()
  17. {
  18. CameraCtrlRotate();
  19. CameraCtrlMove();
  20. CameraCtrlMouseScrllMove();
  21. }
  22. public void SetCameraPosition(bool reset = false)
  23. {
  24. Bounds tmpBounds = GetBounds(DeviceController.instance.transform);
  25. //物体最大长度
  26. float a = tmpBounds.size.magnitude;
  27. if (tmpBounds.size != Vector3.zero)
  28. {
  29. if (reset)
  30. {
  31. if (tmpBounds.size.x > tmpBounds.size.z)
  32. {
  33. transform.position = tmpBounds.center +((tmpBounds.center + new Vector3(0.2f, 0, 1)) - tmpBounds.center).normalized * a / 2 * 1.9f;
  34. }
  35. else
  36. {
  37. transform.position = tmpBounds.center +
  38. ((tmpBounds.center + new Vector3(1, 0.2f, 0)) - tmpBounds.center).normalized
  39. * a / 2 * 1.9f;
  40. }
  41. }
  42. else
  43. {
  44. transform.position = tmpBounds.center + (transform.position - tmpBounds.center).normalized * a / 2 * 1.9f;
  45. }
  46. }
  47. m_RotationPoint = tmpBounds.center;
  48. transform.LookAt(m_RotationPoint);
  49. }
  50. public void CameraCtrlMove()
  51. {
  52. if (Input.GetAxis("Mouse ScrollWheel") > 0)
  53. {
  54. transform.Translate(Vector3.forward * 1f);
  55. }
  56. if (Input.GetAxis("Mouse ScrollWheel") < 0)
  57. {
  58. transform.Translate(Vector3.forward * -1f);
  59. }
  60. }
  61. Vector3 PreMouseMPos;
  62. public void CameraCtrlMouseScrllMove()
  63. {
  64. if (Input.GetMouseButton(2))
  65. {
  66. if (PreMouseMPos.x <= 0)
  67. {
  68. PreMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  69. }
  70. else
  71. {
  72. Vector3 CurMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  73. Vector3 offset = CurMouseMPos - PreMouseMPos;
  74. offset = -offset * 0.01f;//0.1这个数字的大小可以调节速度
  75. transform.Translate(offset);
  76. PreMouseMPos = CurMouseMPos;
  77. }
  78. }
  79. else
  80. {
  81. PreMouseMPos = new Vector3(0.0f, 0.0f, 0.0f);
  82. }
  83. }
  84. private void CameraCtrlRotate()
  85. {
  86. var mouse_X = Input.GetAxis("Mouse X");
  87. var mouse_Y = Input.GetAxis("Mouse Y");
  88. if (Input.GetKey(KeyCode.Mouse1))
  89. {
  90. if (m_RotationPoint.x.ToString() != "NaN" && m_RotationPoint.y.ToString() != "NaN" && m_RotationPoint.z.ToString() != "NaN")
  91. {
  92. transform.RotateAround(m_RotationPoint, Vector3.up, mouse_X * 5);
  93. transform.RotateAround(m_RotationPoint, transform.right, mouse_Y * -5);
  94. }
  95. else
  96. {
  97. SetCameraPosition(true);
  98. }
  99. }
  100. }
  101. /// <summary>
  102. /// 获取Transform及其子级的包围盒(MeshRenderer),若MeshRenderer包围盒长度为0,则获取BoxCollider包围盒
  103. /// </summary>
  104. /// <param name="transform"></param>
  105. /// <returns></returns>
  106. private static Bounds GetBounds(Transform transform)
  107. {
  108. PartMark[] tmpPartMarks = transform.GetComponentsInChildren<PartMark>(true);
  109. List<MeshRenderer> tmpMeshRenders = new List<MeshRenderer>();
  110. foreach (var item in tmpPartMarks)
  111. {
  112. tmpMeshRenders.AddRange(item.GetMeshRender());
  113. }
  114. Bounds bounds = new Bounds(GetModelGroupBoundesConent(tmpMeshRenders.ToArray()), Vector3.zero);
  115. foreach (Renderer renderer in tmpMeshRenders)
  116. {
  117. bounds.Encapsulate(renderer.bounds);
  118. }
  119. return bounds;
  120. }
  121. /// <summary>
  122. /// 获取所以模型组的Boundes中心点
  123. /// </summary>
  124. private static Vector3 GetModelGroupBoundesConent(Renderer[] renderers)
  125. {
  126. Vector3 conent = Vector3.zero;
  127. for (int i = 0; i < renderers.Length; i++) conent += renderers[i].bounds.center;
  128. //获取到中心点
  129. conent /= renderers.Length;
  130. return conent;
  131. }
  132. }