unity摄像机操控功能分享

工作中用到的操控,整理一下进行分享,是修改加copy。。。。自由查看控制功能。

直接上代码:


using UnityEngine;
using System.Collections;


[AddComponentMenu("Camera-Control/Max Camera v2")]
public class MaxCameraV2 : MonoBehaviour
{
    public Transform target;
    public Vector3 targetOffset;
    public float distance = 5.0f;
    public float maxDistance = 20;
    public float minDistance = .6f;
    public float xSpeed = 200.0f;
    public float ySpeed = 200.0f;
    public int yMinLimit = -80;
    public int yMaxLimit = 80;
    public int zoomRate = 40;
    public int ozoomRate = 40;
    public float panSpeed = 0.3f;
    public float zoomDampening = 5.0f;
    public float ozoomDampening = 500.0f;


    private float xDeg = 0.0f;
    private float yDeg = 0.0f;
    private float currentDistance;
    private float desiredDistance;
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    private Quaternion rotation;
    private Vector3 position;


    void Start() { Init(); }
    void OnEnable() { Init(); }


    public void Init()
    {
        //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
        if (!target)
        {
            GameObject go = new GameObject("Cam Target");
            go.transform.position = transform.position + (transform.forward * distance);
            target = go.transform;
        }


        distance = Vector3.Distance(transform.position, target.position);
        currentDistance = distance;
        desiredDistance = distance;


        //be sure to grab the current rotations as starting points.
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;


        xDeg = Vector3.Angle(Vector3.right, transform.right);
        yDeg = Vector3.Angle(Vector3.up, transform.up);
    }


    public float maxView = 3000.0f;
    public float minView = 5.0f;
    public float movSpeed = 0.1f;
    void LateUpdate()
    {
        if (calcSenCtrl.focusWindiow != -1)
        {
            return;
        }
        // If Control and Alt and Middle button? ZOOM!
        if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
        {
            desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
        }
        // If middle mouse and left alt are selected? ORBIT
        else if (Input.GetMouseButton(1))
        {
            xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;


            OrbitAngle


            //Clamp the vertical axis for the orbit
            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
            // set camera rotation 
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;


            rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
            transform.rotation = rotation;
        }
        // otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
        else if (Input.GetMouseButton(2))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            if (Input.GetKey(KeyCode.LeftShift))
            {
                target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed * 10.0f);
                target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed * 10.0f, Space.World);
            }
            else
            {
                target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
                target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
            }
        }
        else if (Input.GetKey(KeyCode.W))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            target.Translate(Vector3.forward * movSpeed);
           
            //target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
        }
        else if (Input.GetKey(KeyCode.S))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            target.Translate(-1.0f * Vector3.forward * movSpeed);


            //target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
        }
        else if (Input.GetKey(KeyCode.A))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            target.Translate(-1.0f * Vector3.right * movSpeed);


            //target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
        }
        else if (Input.GetKey(KeyCode.D))
        {
            //grab the rotation of the camera so we can move in a psuedo local XY space
            target.rotation = transform.rotation;
            target.Translate(1.0f * Vector3.right * movSpeed);


            //target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
        }




        Orbit Position


        if (!camera.isOrthoGraphic)
        {
            // affect the desired Zoom distance if we roll the scrollwheel
            desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
            //clamp the zoom min/max
            desiredDistance = Mathf.Clamp(desiredDistance, minView, maxView);
            // For smoothing of the zoom, lerp distance
            currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
        }
        else
        {
            if (Input.GetKey(KeyCode.LeftControl))
            {
                // affect the desired Zoom distance if we roll the scrollwheel
                desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
                //clamp the zoom min/max
                desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
                // For smoothing of the zoom, lerp distance
                currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
            }
            else
            {
                float size = camera.orthographicSize;
                if (Input.GetKey(KeyCode.LeftShift))
                {
                    size -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ozoomRate * 10.0f;
                }
                else
                {
                    size -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ozoomRate;
                }
                size = Mathf.Clamp(size, minView, maxView);
                camera.orthographicSize = Mathf.Lerp(camera.orthographicSize, size, Time.deltaTime * ozoomDampening);
            }
        }


        // calculate position based on the new currentDistance 
        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        transform.position = position;
    }


    private static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
	
	//public float orgZdampening  = 5.0f;
	public void activeWheel()
	{
		//zoomDampening = orgZdampening;
		zoomDampening = 5.0f;
	}
	
	public void deActiveWheel()
	{
		//orgZdampening = zoomDampening;
		zoomDampening = 0.0f;
	}
}


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