Unity 场景漫游相机

Unity 场景漫游相机

前言

拿到场景后总喜欢在场景里面玩一段时间,那这个脚本就是你的不二选择
代码里加了注释,改起来也很方便。

使用方法

把脚本拖拽到场景相机上,开箱即用。

  • WASD前后左右移动
  • QE为上下
  • Shift加速
  • 鼠标右键按住旋转视角
  • ESC退出游戏

源码

#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
#define USE_INPUT_SYSTEM
    using UnityEngine.InputSystem;
    using UnityEngine.InputSystem.Controls;
#endif

using UnityEngine;

    public class SimpleCameraController : MonoBehaviour
    {
        #region 相机状态
        /// <summary>
        /// 相机状态
        /// </summary>
        class CameraState
        {
            public float yaw;
            public float pitch;
            public float roll;
            public float x;
            public float y;
            public float z;

            public void SetFromTransform(Transform t)
            {
                pitch = t.eulerAngles.x;
                yaw = t.eulerAngles.y;
                roll = t.eulerAngles.z;
                x = t.position.x;
                y = t.position.y;
                z = t.position.z;
            }

            public void Translate(Vector3 translation)
            {
                Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;

                x += rotatedTranslation.x;
                y += rotatedTranslation.y;
                z += rotatedTranslation.z;
            }

            public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
            {
                yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
                pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
                roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
                
                x = Mathf.Lerp(x, target.x, positionLerpPct);
                y = Mathf.Lerp(y, target.y, positionLerpPct);
                z = Mathf.Lerp(z, target.z, positionLerpPct);
            }

            public void UpdateTransform(Transform t)
            {
                t.eulerAngles = new Vector3(pitch, yaw, roll);
                t.position = new Vector3(x, y, z);
            }
        }
        #endregion

        CameraState m_TargetCameraState = new CameraState();
        CameraState m_InterpolatingCameraState = new CameraState();

        [Header("Movement Settings 移动设置")]
        [Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指数增强因子,可通过鼠标滚轮控制。")]
        public float boost = 3.5f;

        [Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 将相机位置插值到目标位置99%所需的时间。"), Range(0.001f, 1f)]
        public float positionLerpTime = 0.2f;

        [Header("Rotation Settings 旋转设定")]
        [Tooltip("X = Change in mouse position. 改变鼠标位置。\nY = Multiplicative factor for camera rotation. 相机旋转的乘性因子。")]
        public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));

        [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相机旋转99%到目标所需的时间。"), Range(0.001f, 1f)]
        public float rotationLerpTime = 0.01f;

        [Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否将鼠标输入的Y轴反转为旋转。")]
        public bool invertY = false;

        void OnEnable()
        {
            m_TargetCameraState.SetFromTransform(transform);
            m_InterpolatingCameraState.SetFromTransform(transform);
        }

        Vector3 GetInputTranslationDirection()
        {
            Vector3 direction = new Vector3();
            if (Input.GetKey(KeyCode.W))
            {
                direction += Vector3.forward;
            }
            if (Input.GetKey(KeyCode.S))
            {
                direction += Vector3.back;
            }
            if (Input.GetKey(KeyCode.A))
            {
                direction += Vector3.left;
            }
            if (Input.GetKey(KeyCode.D))
            {
                direction += Vector3.right;
            }
            if (Input.GetKey(KeyCode.Q))
            {
                direction += Vector3.down;
            }
            if (Input.GetKey(KeyCode.E))
            {
                direction += Vector3.up;
            }
            return direction;
        }
        
        void Update()
        {
            Vector3 translation = Vector3.zero;

#if ENABLE_LEGACY_INPUT_MANAGER

            // Exit Sample 按下Esc键退出游戏
            if (Input.GetKey(KeyCode.Escape))
            {
                Application.Quit();
				#if UNITY_EDITOR
				UnityEditor.EditorApplication.isPlaying = false; 
				#endif
            }
            // Hide and lock cursor when right mouse button pressed 按下鼠标右键时隐藏并锁定光标
            if (Input.GetMouseButtonDown(1))
            {
                Cursor.lockState = CursorLockMode.Locked;
            }

            // Unlock and show cursor when right mouse button released 松开鼠标右键时解锁并显示光标
            if (Input.GetMouseButtonUp(1))
            {
                Cursor.visible = true;
                Cursor.lockState = CursorLockMode.None;
            }

            // Rotation 旋转
            if (Input.GetMouseButton(1))
            {
                var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
                
                var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);

                m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
                m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
            }
            
            // Translation 移动
            translation = GetInputTranslationDirection() * Time.deltaTime;

            // Speed up movement when shift key held 按住shift键时加速移动
            if (Input.GetKey(KeyCode.LeftShift))
            {
                //原速度*10为按下Shift后的速度
                translation *= 10.0f;
            }

            // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 通过增强因子修改移动(在检查器中定义,通过鼠标滚轮在播放模式下修改)
            boost += Input.mouseScrollDelta.y * 0.2f;
            translation *= Mathf.Pow(2.0f, boost);

#elif USE_INPUT_SYSTEM 
            // TODO: make the new input system work 使新的输入系统正常工作
#endif

            m_TargetCameraState.Translate(translation);

            // Framerate-independent interpolation 帧率无关插值
            // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 计算lerp的数量,这样我们就可以在指定的时间内到达目标的99%
            var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
            var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
            m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);

            m_InterpolatingCameraState.UpdateTransform(transform);
        }
}
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