CameraSurround.cs 4.5 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. /// <summary>
  23. /// 相机聚焦定位
  24. /// </summary>
  25. /// <param name="reset"></param>
  26. public void SetCameraPosition(bool reset = false)
  27. {
  28. Bounds tmpBounds = GetBounds(DeviceController.instance.transform);
  29. //物体最大长度
  30. float a = tmpBounds.size.magnitude;
  31. if (tmpBounds.size != Vector3.zero)
  32. {
  33. if (reset)
  34. {
  35. if (tmpBounds.size.x > tmpBounds.size.z)
  36. {
  37. transform.position = tmpBounds.center +((tmpBounds.center + new Vector3(0.2f, 0, 1)) - tmpBounds.center).normalized * a / 2 * 1.9f;
  38. }
  39. else
  40. {
  41. transform.position = tmpBounds.center +
  42. ((tmpBounds.center + new Vector3(1, 0.2f, 0)) - tmpBounds.center).normalized
  43. * a / 2 * 1.9f;
  44. }
  45. }
  46. else
  47. {
  48. transform.position = tmpBounds.center + (transform.position - tmpBounds.center).normalized * a / 2 * 1.9f;
  49. }
  50. }
  51. m_RotationPoint = tmpBounds.center;
  52. transform.LookAt(m_RotationPoint);
  53. }
  54. public void CameraCtrlMove()
  55. {
  56. if (Input.GetAxis("Mouse ScrollWheel") > 0)
  57. {
  58. transform.Translate(Vector3.forward * 1f);
  59. }
  60. if (Input.GetAxis("Mouse ScrollWheel") < 0)
  61. {
  62. transform.Translate(Vector3.forward * -1f);
  63. }
  64. }
  65. Vector3 PreMouseMPos;
  66. public void CameraCtrlMouseScrllMove()
  67. {
  68. if (Input.GetMouseButton(2))
  69. {
  70. if (PreMouseMPos.x <= 0)
  71. {
  72. PreMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  73. }
  74. else
  75. {
  76. Vector3 CurMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  77. Vector3 offset = CurMouseMPos - PreMouseMPos;
  78. offset = -offset * 0.01f;//0.1这个数字的大小可以调节速度
  79. transform.Translate(offset);
  80. PreMouseMPos = CurMouseMPos;
  81. }
  82. }
  83. else
  84. {
  85. PreMouseMPos = new Vector3(0.0f, 0.0f, 0.0f);
  86. }
  87. }
  88. private void CameraCtrlRotate()
  89. {
  90. var mouse_X = Input.GetAxis("Mouse X");
  91. var mouse_Y = Input.GetAxis("Mouse Y");
  92. if (Input.GetKey(KeyCode.Mouse1))
  93. {
  94. if (m_RotationPoint.x.ToString() != "NaN" && m_RotationPoint.y.ToString() != "NaN" && m_RotationPoint.z.ToString() != "NaN")
  95. {
  96. transform.RotateAround(m_RotationPoint, Vector3.up, mouse_X * 5);
  97. transform.RotateAround(m_RotationPoint, transform.right, mouse_Y * -5);
  98. }
  99. else
  100. {
  101. SetCameraPosition(true);
  102. }
  103. }
  104. }
  105. /// <summary>
  106. /// 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
  107. /// </summary>
  108. /// <param name="transform"></param>
  109. /// <returns></returns>
  110. private static Bounds GetBounds(Transform target)
  111. {
  112. PartMark[] tmpPartMarks = target.GetComponentsInChildren<PartMark>(true);
  113. List<MeshRenderer> tmpMeshRenders = new List<MeshRenderer>();
  114. foreach (var item in tmpPartMarks)
  115. {
  116. tmpMeshRenders.AddRange(item.GetMeshRender(item.transform));
  117. }
  118. Bounds bounds = new Bounds(GetModelGroupBoundesConent(tmpMeshRenders.ToArray()), Vector3.zero);
  119. foreach (Renderer renderer in tmpMeshRenders)
  120. {
  121. bounds.Encapsulate(renderer.bounds);
  122. }
  123. return bounds;
  124. }
  125. /// <summary>
  126. /// 获取所以模型组的Boundes中心点
  127. /// </summary>
  128. private static Vector3 GetModelGroupBoundesConent(Renderer[] renderers)
  129. {
  130. Vector3 conent = Vector3.zero;
  131. for (int i = 0; i < renderers.Length; i++) conent += renderers[i].bounds.center;
  132. //获取到中心点
  133. conent /= renderers.Length;
  134. return conent;
  135. }
  136. }