Unity 正交相机的控制:鼠标在屏幕边缘时、按键时、鼠标拖动时 移动相机。滚轮控制视野范围

传统的moba游戏中对相机的控制为:
1、鼠标移动到屏幕边缘时,移动相机
2、按下鼠标会拖动相机
3、按下对应按键(WASD)会移动相机
4、滑动鼠标滚轮时,会改变相机视野范围
4、相机在移动过程中会有范围限制
实现以上功能的相机代码为:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraController : MonoBehaviour
{
    /// <summary>
    /// 相机当前是否可交互
    /// </summary>
    public bool IsInteracte = true;

    public float moveSpeed = 0.1f;// 相机移动速度
    public float dragSpeed = 0.02f;// 拖动速度

    [Header("相机视野范围")]
    public float minSize = 6;
    public float maxSize = 12;
    public float zoomSpeed = 0.5f;

    [Header("相机活动范围(上下左右边界——做坐标值)")]
    /// <summary>
    /// 相机最小视野时 活动范围
    /// </summary>
    public float[] minSizeBound = new float[4];
    /// <summary>
    /// 相机最大视野时 活动范围
    /// </summary>
    public float[] maxSizeBound = new float[4];

    /// <summary>
    /// 记录鼠标滚轮当前值
    /// </summary>
    private float mouseWheel;
    /// <summary>
    /// 鼠标移动到屏幕边缘的差值
    /// </summary>
    private float mouseOffset = 0.01f;

    private bool mouseIsDrag = false;
    private Vector3 mouseEndPos;
    private Camera cam;
    private Transform myCamera;


    private float topPar;
    private float bottomPar;
    private float leftPar;
    private float rightPar;


    private void Awake()
    {
        cam = GetComponent<Camera>();
        myCamera = cam.transform;
        setCameraMoveParam();

        SetCameraInitPos(Vector3.zero);
    }

    private void Update()
    {
        if (IsInteracte)
        {
            if (!mouseIsDrag)
            {
                mouseInScreenBound();
            }

            keyCodeMoveCamera();

            mouseDragCameraMove();

            mouseScrollWheelChangeView();

            restrictCameraPosition();
        }
        else
        {
            if (mouseIsDrag) mouseIsDrag = false;
        }
    }

    /// <summary>
    /// 设置相机位置
    /// </summary>
    public void SetCameraInitPos(Vector3 pos)
    {
        myCamera.position = new Vector3(pos.x, pos.y, myCamera.position.z);
    }

    /// <summary>
    /// 设置相机移动的系数
    /// </summary>
    private void setCameraMoveParam()
    {
        float sizeRange = maxSize - minSize;

        float shangRange = maxSizeBound[0] - minSizeBound[0];
        float xiaRange = maxSizeBound[1] - minSizeBound[1];
        float zuoRange = maxSizeBound[2] - minSizeBound[2];
        float youRange = maxSizeBound[3] - minSizeBound[3];

        topPar = shangRange / sizeRange;
        bottomPar = xiaRange / sizeRange;
        leftPar = zuoRange / sizeRange;
        rightPar = youRange / sizeRange;
    }

    /// <summary>
    /// 鼠标在屏幕边缘时,移动相机
    /// </summary>
    private void mouseInScreenBound()
    {
        Vector3 v1 = Camera.main.ScreenToViewportPoint(Input.mousePosition);
        //上移
        if (v1.y >= 1 - mouseOffset)
        {
            myCamera.Translate(Vector2.up * moveSpeed);
        }
        //下移
        if (v1.y <= mouseOffset)
        {
            myCamera.Translate(Vector2.down * moveSpeed);
        }
        //左移
        if (v1.x <= mouseOffset)
        {
            myCamera.Translate(Vector2.left * moveSpeed);
        }
        //右移
        if (v1.x >= 1 - mouseOffset)
        {
            myCamera.Translate(Vector2.right * moveSpeed);
        }
    }

    /// <summary>
    /// 按下对应键位时,移动相机
    /// </summary>
    private void keyCodeMoveCamera()
    {
        if (Input.GetKey(KeyCode.W))
        {
            myCamera.Translate(Vector2.up * moveSpeed);
        }
        if (Input.GetKey(KeyCode.S))
        {
            myCamera.Translate(Vector2.down * moveSpeed);
        }
        if (Input.GetKey(KeyCode.A))
        {
            myCamera.Translate(Vector2.left * moveSpeed);
        }
        if (Input.GetKey(KeyCode.D))
        {
            myCamera.Translate(Vector2.right * moveSpeed);
        }
    }

    /// <summary>
    /// 鼠标拖动相机移动
    /// </summary>
    private void mouseDragCameraMove()
    {
        if (!mouseIsDrag && Input.GetMouseButtonDown(0) && Utility.IsMouseOverUI() == false)
        {
            mouseEndPos = Input.mousePosition;
            mouseIsDrag = true;
        }
        if (mouseIsDrag && Input.GetMouseButton(0) && Utility.IsMouseOverUI() == false)
        {
            Vector3 curPos = Input.mousePosition;
            Vector3 movePos = (curPos - mouseEndPos) * dragSpeed;
            myCamera.position -= movePos;
            mouseEndPos = curPos;
        }
        if (mouseIsDrag && Input.GetMouseButtonUp(0))
        {
            mouseIsDrag = false;
        }
    }

    /// <summary>
    /// 鼠标滚轮改变视野范围
    /// </summary>
    private void mouseScrollWheelChangeView()
    {
        mouseWheel = Input.GetAxis("Mouse ScrollWheel");//获取滚轮值的改变
        //视野放大
        if (mouseWheel < 0 && cam.orthographicSize + zoomSpeed <= maxSize)
        {
            cam.orthographicSize += zoomSpeed;
        }
        //视野缩小
        else if (mouseWheel > 0 && cam.orthographicSize - zoomSpeed >= minSize)
        {
            cam.orthographicSize -= zoomSpeed;
        }
    }

    /// <summary>
    /// 限制相机位置
    /// </summary>
    private void restrictCameraPosition()
    {
        float cameraSize = cam.orthographicSize - minSize;

        float maxY = cameraSize * topPar + minSizeBound[0];
        float minY = cameraSize * bottomPar + minSizeBound[1];
        float minX = cameraSize * leftPar + minSizeBound[2];
        float maxX = cameraSize * rightPar + minSizeBound[3];

        if (myCamera.position.y > maxY)
        {
            myCamera.position = new Vector3(myCamera.position.x, maxY, myCamera.position.z);
        }
        if (myCamera.position.y < minY)
        {
            myCamera.position = new Vector3(myCamera.position.x, minY, myCamera.position.z);
        }
        if (myCamera.position.x < minX)
        {
            myCamera.position = new Vector3(minX, myCamera.position.y, myCamera.position.z);
        }
        if (myCamera.position.x > maxX)
        {
            myCamera.position = new Vector3(maxX, myCamera.position.y, myCamera.position.z);
        }
    }
}

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