摄像机的旋转,移动,缩放

using UnityEngine;
using System.Collections;

public class CamManualCtrl : MonoBehaviour
{
    static public CamManualCtrl instance;

    Vector3 camPosInit;
    public Transform transFollowTarget = null;

    void Awake()
    {
        instance = this;
        zoomDist = Mathf.Abs(CamManualRootParent.localPosition.z);
    }

    void Start()
    {
        MouseInput.instance.leftDragDeltaEvent += RotManual;
        MouseInput.instance.leftRelaxedEvent += RotAuto;
        //
        MouseInput.instance.middleDragDeltaEvent += MoveManual;
        MouseInput.instance.middleRelaxedEvent += MoveAuto;
        //
        MouseInput.instance.mouseScrollEvent += Zoom;

        camPosInit = transform.position;
        zoomTarget = CamManualRootParent.localPosition;
    }

    // Update is called once per frame
    void Update()
    {
        ZoomFollow();
    }
    /// <summary>
    /// 
    /// </summary>
    float rotSpeed = 0.5f;
    void RotManual(Vector2 deltaPos)
    {
        Vector3 euler = transform.localEulerAngles;
        euler.x -= deltaPos.y * rotSpeed;
        euler.y += deltaPos.x * rotSpeed;
        euler.x = Mathf.Clamp(euler.x, 5, 90);
        transform.localEulerAngles = euler;
    }

    float rotLerpSpeed = 3;
    float angleYTarget = 0;
    public float AngleYTarget { get { return angleYTarget; } }
    void RotAuto(Vector2 deltaPos)
    {
        Vector3 euler = transform.localEulerAngles;
        euler.y = Mathf.LerpAngle(euler.y, angleYTarget, rotLerpSpeed * Time.unscaledDeltaTime);
        transform.localEulerAngles = euler;
    }
    /// <summary>
    /// 
    /// </summary>
    float moveSpeed = 0.003f;
    void MoveManual(Vector2 deltaPos)
    {
        Vector3 move = new Vector3(-deltaPos.x, -deltaPos.y, 0);
        move *= moveSpeed;
        move *= Mathf.Abs(CamManualRootParent.localPosition.z);
        transform.Translate(move);
        Vector3 pos = transform.position;
        //这里使用targetPos.y应该更合适
        pos.y = targetPos.y;
        transform.position = pos;
    }

    float moveLerpSpeed = 6;
    Vector3 targetPos;
    void MoveAuto(Vector2 deltaPos)
    {
        //这里的targetPos应该定义到外面,方便在MoveManual方法里面使用
        targetPos = transFollowTarget == null ? camPosInit : transFollowTarget.position;
        transform.position = Vector3.Lerp(transform.position, targetPos, moveLerpSpeed * Time.unscaledDeltaTime);
    }
    /// <summary>
    /// 
    /// </summary>
    public Transform CamManualRootParent;
    float scrollSpeed = 15;
    Vector3 zoomTarget;
    float zoomLerpSpeed = 5;

    void Zoom(float scroll)
    {
        Vector3 pos = CamManualRootParent.localPosition;
        pos.z += scroll * scrollSpeed;
        pos.z = Mathf.Clamp(pos.z, -10, -3);
        zoomTarget = pos;
    }

    void ZoomFollow()
    {
        CamManualRootParent.localPosition = Vector3.Lerp(CamManualRootParent.localPosition, zoomTarget, zoomLerpSpeed * Time.unscaledDeltaTime);
    }

    float zoomDist;
    public float ZoomDist { get { return zoomDist; } }
    public void SetCamCtrl(Transform transFollowTarget, float angleYTarget, float dist)
    {
        zoomDist = dist;
        this.transFollowTarget = transFollowTarget;
        this.angleYTarget = angleYTarget;
        zoomTarget = new Vector3(0, 0, -dist);
    }
}



//命名空间
using UnityEngine;
using System.Collections;

namespace CarState {

    
    public delegate void setModelHandler();
    public delegate void mousePosHandler(Vector2 pos);
    public delegate void MouseScrollHanlder(float scroll);

    public delegate void FlowStep();
    public delegate void PlayHanlder();

   public enum ShowState
   {
       manual,
       auto
   }

    public enum ShowOperate
    {
        sceneRot,
        sceneMove,
        zoom,
        move,
        rotate
    }
}


//
using UnityEngine;
using System.Collections;
using CarState;
using UnityEngine.EventSystems;

public class MouseInput : MonoBehaviour
{

    static public MouseInput instance;

    void Awake()
    {
        instance = this;
    }

    void Start()
    {
    }
    //鼠标左键事件/
    public event mousePosHandler leftDownEvent;
    public event mousePosHandler leftUpEvent;
    public event mousePosHandler leftDragEvent;
    public event mousePosHandler leftDragDeltaEvent;
    public event mousePosHandler leftRelaxedEvent;
    public event mousePosHandler leftClickEvent;

    Vector2 posLeftDown;
    Vector2 posLeftPre;
    bool isLeftPressed = false;
    bool clickEnabled = true;

    //鼠标中键事件/
    public event mousePosHandler middleDownEvent;
    public event mousePosHandler middleUpEvent;
    public event mousePosHandler middleDragEvent;
    public event mousePosHandler middleDragDeltaEvent;
    public event mousePosHandler middleRelaxedEvent;

    Vector2 posMiddlePre;
    bool isMiddlePressed = false;

    bool isMouseOnUI = false;

    //鼠标滚轮事件/
    public event MouseScrollHanlder mouseScrollEvent;



    void Update()
    {
        isMouseOnUI = EventSystem.current.IsPointerOverGameObject();

        //鼠标左键事件/
        if (Input.GetMouseButtonDown(0))
        {
            if (isMouseOnUI) return;
            isLeftPressed = true;
            clickEnabled = true;
            posLeftDown = Input.mousePosition;
            posLeftPre = Input.mousePosition;
            if (leftDownEvent != null) leftDownEvent(Input.mousePosition);
        }

        if(isLeftPressed)
        {
            if(((Vector2)Input.mousePosition - posLeftDown).sqrMagnitude > 9)
            {
                clickEnabled = false;
            }
            if(!clickEnabled)
            {
                if (leftDragEvent != null) leftDragEvent(Input.mousePosition);
                Vector2 leftDragDelta = (Vector2)Input.mousePosition - posLeftPre;
                posLeftPre = Input.mousePosition;
                if (leftDragDeltaEvent != null) leftDragDeltaEvent(leftDragDelta);
            }
        }
        else
        {
            if (leftRelaxedEvent != null) leftRelaxedEvent(Input.mousePosition);
        }

        if(Input.GetMouseButtonUp(0))
        {
            isLeftPressed = false;
            if (leftUpEvent != null) leftUpEvent(Input.mousePosition);

            if (!isMouseOnUI)
            {
                if (clickEnabled)
                {
                    if (leftClickEvent != null) leftClickEvent(Input.mousePosition);
                }
            }
        }

        //鼠标中键事件/
        if (Input.GetMouseButtonDown(2))
        {
            if (isMouseOnUI) return;
            isMiddlePressed = true;
            posMiddlePre = Input.mousePosition;
            if (middleDownEvent != null) middleDownEvent(Input.mousePosition);
        }

        if (isMiddlePressed)
        {
            if (middleDragEvent != null) middleDragEvent(Input.mousePosition);
            Vector2 middleDragDelta = (Vector2)Input.mousePosition - posMiddlePre;
            posMiddlePre = Input.mousePosition;
            if (middleDragDeltaEvent != null) middleDragDeltaEvent(middleDragDelta);
        }
        else
        {
            if (middleRelaxedEvent != null) middleRelaxedEvent(Input.mousePosition);
        }

        if (Input.GetMouseButtonUp(2))
        {
            isMiddlePressed = false;
            if (middleUpEvent != null) middleUpEvent(Input.mousePosition);
        }

        //鼠标滚轮事件/
        float scroll = Input.GetAxis("Mouse ScrollWheel");
        if(!Mathf.Approximately(scroll ,0))
        {
            if (mouseScrollEvent != null) mouseScrollEvent(scroll);
        }
    }
}

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