CameraSurround.cs 6.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Diagnostics.Eventing.Reader;
  4. using System.Linq;
  5. using UnityEngine;
  6. public class CameraSurround : MonoBehaviour
  7. {
  8. public static CameraSurround instance;
  9. /// <summary>
  10. /// 旋转点
  11. /// </summary>
  12. private Vector3 m_RotationPoint;
  13. public Transform Pos;
  14. public Transform Distance_Pos;
  15. public float minDistance = 0.3f; // 摄像机最小距离目标点
  16. public float zoomSpeed = 5f; // 缩放速度调整参数
  17. private void Awake()
  18. {
  19. instance = this;
  20. }
  21. private void Update()
  22. {
  23. CameraCtrlRotate();
  24. CameraCtrlMove();
  25. CameraCtrlMouseScrllMove();
  26. }
  27. /// <summary>
  28. /// 相机聚焦定位
  29. /// </summary>
  30. /// <param name="reset"></param>
  31. public void SetCameraPosition(Transform target, bool reset = false, bool useMark = true, bool isSetTrans = false)
  32. {
  33. Bounds tmpBounds;
  34. if (useMark)
  35. {
  36. tmpBounds = GetBoundsByPartMark(target);
  37. }
  38. else
  39. {
  40. tmpBounds = GetBounds(target);
  41. }
  42. //物体最大长度
  43. float a = tmpBounds.size.magnitude;
  44. if (tmpBounds.size != Vector3.zero)
  45. {
  46. if (reset)
  47. {
  48. if (tmpBounds.size.x > tmpBounds.size.z)
  49. {
  50. transform.position = tmpBounds.center + ((tmpBounds.center + new Vector3(0.2f, 0, 1)) - tmpBounds.center).normalized * a / 2 * 1.9f;
  51. }
  52. else
  53. {
  54. transform.position = tmpBounds.center +
  55. ((tmpBounds.center + new Vector3(1, 0.2f, 0)) - tmpBounds.center).normalized
  56. * a / 2 * 1.9f;
  57. }
  58. }
  59. else
  60. {
  61. transform.position = tmpBounds.center + (transform.position - tmpBounds.center).normalized * a / 2 * 1.9f;
  62. }
  63. }
  64. if (isSetTrans&& Pos!=null&&Distance_Pos!=null)
  65. {
  66. m_RotationPoint = Pos.position;
  67. /// transform.position = tmpBounds.center + (transform.position - tmpBounds.center).normalized * a / 5 * 1.9f;
  68. transform.position = Distance_Pos.position ;
  69. }
  70. else
  71. {
  72. m_RotationPoint = tmpBounds.center;
  73. }
  74. transform.LookAt(m_RotationPoint);
  75. }
  76. public void CameraCtrlMove()
  77. {
  78. float scroll = Input.GetAxis("Mouse ScrollWheel");
  79. if (Mathf.Abs(scroll) > 0.001f)
  80. {
  81. // 当前摄像机与旋转点距离
  82. float currentDistance = Vector3.Distance(transform.position, m_RotationPoint);
  83. currentDistance = Mathf.Clamp(currentDistance, 0, 10);
  84. // 根据距离动态缩放速度(距离越小速度越慢)
  85. float dynamicSpeed = currentDistance * zoomSpeed * scroll;
  86. // 限制太近时不再向前推进
  87. if (currentDistance < minDistance && scroll > 0)
  88. {
  89. return;
  90. }
  91. transform.position += transform.forward * dynamicSpeed;
  92. }
  93. }
  94. Vector3 PreMouseMPos;
  95. public void CameraCtrlMouseScrllMove()
  96. {
  97. if (Input.GetMouseButton(2))
  98. {
  99. if (PreMouseMPos.x <= 0)
  100. {
  101. PreMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  102. }
  103. else
  104. {
  105. Vector3 CurMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  106. Vector3 offset = CurMouseMPos - PreMouseMPos;
  107. offset = -offset * 0.01f;//0.1这个数字的大小可以调节速度
  108. transform.Translate(offset);
  109. PreMouseMPos = CurMouseMPos;
  110. }
  111. }
  112. else
  113. {
  114. PreMouseMPos = new Vector3(0.0f, 0.0f, 0.0f);
  115. }
  116. }
  117. private void CameraCtrlRotate()
  118. {
  119. var mouse_X = Input.GetAxis("Mouse X");
  120. var mouse_Y = Input.GetAxis("Mouse Y");
  121. if (Input.GetKey(KeyCode.Mouse1))
  122. {
  123. if (m_RotationPoint.x.ToString() != "NaN" && m_RotationPoint.y.ToString() != "NaN" && m_RotationPoint.z.ToString() != "NaN")
  124. {
  125. transform.RotateAround(m_RotationPoint, Vector3.up, mouse_X * 5);
  126. transform.RotateAround(m_RotationPoint, transform.right, mouse_Y * -5);
  127. }
  128. else
  129. {
  130. SetCameraPosition(DeviceController.instance.transform, true);
  131. }
  132. }
  133. }
  134. /// <summary>
  135. /// 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
  136. /// </summary>
  137. /// <param name="transform"></param>
  138. /// <returns></returns>
  139. private static Bounds GetBoundsByPartMark(Transform target)
  140. {
  141. PartMark[] tmpPartMarks = target.GetComponentsInChildren<PartMark>(true);
  142. List<MeshRenderer> tmpMeshRenders = new List<MeshRenderer>();
  143. foreach (var item in tmpPartMarks)
  144. {
  145. tmpMeshRenders.AddRange(item.GetMeshRender(item.transform));
  146. }
  147. Bounds bounds = new Bounds(GetModelGroupBoundesConent(tmpMeshRenders.ToArray()), Vector3.zero);
  148. foreach (Renderer renderer in tmpMeshRenders)
  149. {
  150. bounds.Encapsulate(renderer.bounds);
  151. }
  152. return bounds;
  153. }
  154. private static Bounds GetBounds(Transform target)
  155. {
  156. MeshRenderer[] meshRenderers = target.GetComponentsInChildren<MeshRenderer>().ToArray();
  157. Bounds bounds = new Bounds(GetModelGroupBoundesConent(target.GetComponentsInChildren<MeshRenderer>().ToArray()), Vector3.zero);
  158. foreach (Renderer renderer in meshRenderers)
  159. {
  160. bounds.Encapsulate(renderer.bounds);
  161. }
  162. return bounds;
  163. }
  164. /// <summary>
  165. /// 获取所以模型组的Boundes中心点
  166. /// </summary>
  167. private static Vector3 GetModelGroupBoundesConent(Renderer[] renderers)
  168. {
  169. Vector3 conent = Vector3.zero;
  170. for (int i = 0; i < renderers.Length; i++) conent += renderers[i].bounds.center;
  171. //获取到中心点
  172. conent /= renderers.Length;
  173. return conent;
  174. }
  175. }