前言
本文章内容适用于PC端UCUI,通过鼠标移动与滑动滚轮,进行正交摄像机的移动与缩放。
一、前置修改
1.修改Canvas
1)分离Canvas
将UI按照是否跟随摄像机移动分离到多个Canvas。
2)修改RenderMode
不跟随摄像机移动的Canvas设置为WorldSpace。(仅此项,Canvas不会跟随摄像机移动)
跟随摄像机移动的Canvas设置为其它选项。
3)修改Scale
RenderMode设置为WorldSpace,需要修改Scale为0.01
4)修改order in Layer
该数值越大,显示越靠上,按需调整即可。
2.修改Camera
正交摄像机的视口大小Size 的含义:输出的游戏画面的高度对应 2* size 个 Unity 单位。(一个单位通常为100个像素)
二、代码实现
1.缩放
代码如下:
private void ZoomCamera()
{
float zoomValue = Input.GetAxis("Mouse ScrollWheel");
if (zoomValue != 0)
{
NowSize = Camera.main.orthographicSize + zoomValue * ZoomSpeed;
NowSize = Mathf.Min(NowSize, MaxScale);
NowSize = Mathf.Max(NowSize, MinScale);
Camera.main.orthographicSize = NowSize;
}
}
2.移动
代码如下:
private void MoveCamera()
{
float moveX = 0, moveY = 0;
float x = Input.mousePosition.x;
float y = Input.mousePosition.y;
if (x < JudgeX)//判断鼠标水平方向 是否进入移动判定区域
{
moveX = -MoveX;
}
else if (x > ScreenSize.x - JudgeX)
{
moveX = MoveX;
}
else
{
moveX = 0;
}
if (y < JudgeY)//判断鼠标垂直方向 是否进入移动判定区域
{
moveY = -MoveY;
}
else if (y > ScreenSize.y - JudgeY)
{
moveY = MoveY;
}
else
{
moveY = 0;
}
Vector3 endPos = Return_EndPos(moveX, moveY);//摄像机应移动距离
this.transform.position = Vector3.Lerp(this.transform.position, endPos, MoveSpeed * Time.deltaTime);//插值移动,避免显示卡顿
}
private Vector3 Return_EndPos(float moveX, float moveY)
{
float endX = moveX + this.transform.position.x;
float endY = moveY + this.transform.position.y;
float zoomScale = (NowSize - MinScale) / (MaxScale - MinScale);//当前缩放比例 处于 最小缩放比例与最大缩放比例中的 位置
endX = Mathf.Min(Mathf.Max(MinX + zoomScale * JudgePosX, endX), MaxX - zoomScale * JudgePosX);
endY = Mathf.Min(Mathf.Max(MinY + zoomScale * JudgePosY, endY), MaxY - zoomScale * JudgePosY);//将摄像机最终位置,调整为极限位置内
Vector3 endPos = new Vector3(endX, endY, 0);
return endPos;
}
3.总览
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveAndZoomCamera : MonoBehaviour {
[Header("缩放")]
public float ZoomSpeed = 5;
private float MinScale = 5.4f;
private float MaxScale = 10.8f;
private float NowSize = 5.4f;
[Header("移动")]
public float JudgeX = 5f;
public float MoveX = 5f;
public float JudgeY = 5f;
public float MoveY = 5f;
public float MoveSpeed = 1;
private Vector3 StartPos = new Vector3(0, 0, 0);
private Vector2 ScreenSize = new Vector2(1920, 1080);
private Vector2 BgSize = new Vector2(3840, 2160);
private float MinX, MinY, MaxX, MaxY;
private bool IsZoom = false;
private float JudgePosX, JudgePosY;
private void Start()
{
this.transform.position = StartPos;
MinX = -(BgSize.x - ScreenSize.x) / 2 / 100;
MaxX = (BgSize.x - ScreenSize.x) / 2 / 100;
MinY = -(BgSize.y - ScreenSize.y) / 2 / 100;
MaxY = (BgSize.y - ScreenSize.y) / 2 / 100;//最小缩放比例下 摄像机紧贴背景上下左右边缘时 的坐标
JudgePosX = (MaxScale - MinScale) / ScreenSize.y * ScreenSize.x;
JudgePosY = MaxScale - MinScale;//最小缩放比例 与 最大缩放比例 摄像机可移动距离
}
private void Update()
{
ZoomCamera();
MoveCamera();
}
private void ZoomCamera()
{
float zoomValue = Input.GetAxis("Mouse ScrollWheel");
if (zoomValue != 0)//判断是否滑动 鼠标滑轮
{
NowSize = Camera.main.orthographicSize + zoomValue * ZoomSpeed;
NowSize = Mathf.Min(NowSize, MaxScale);
NowSize = Mathf.Max(NowSize, MinScale);
Camera.main.orthographicSize = NowSize;
IsZoom = true;//正在缩放
}
else
{
IsZoom = false;//当前未缩放
}
}
private void MoveCamera()
{
float moveX = 0, moveY = 0;
float x = Input.mousePosition.x;
float y = Input.mousePosition.y;
if (x < JudgeX)//判断鼠标水平方向上 是否进入移动判定区域
{
moveX = -MoveX;
}
else if (x > ScreenSize.x - JudgeX)
{
moveX = MoveX;
}
else
{
moveX = 0;
}
if (y < JudgeY)//判断鼠标垂直方向上 是否进入移动判定区域
{
moveY = -MoveY;
}
else if (y > ScreenSize.y - JudgeY)
{
moveY = MoveY;
}
else
{
moveY = 0;
}
Vector3 endPos = Return_EndPos(moveX, moveY);//摄像机应移动距离
if (IsZoom)//当前处于缩放状态
{
this.transform.position = endPos;//直接调整位置,避免显示背景之外的区域
}
else
{
this.transform.position = Vector3.Lerp(this.transform.position, endPos, MoveSpeed * Time.deltaTime);//插值移动,避免显示卡顿
}
}
private Vector3 Return_EndPos(float moveX, float moveY)
{
float endX = moveX + this.transform.position.x;
float endY = moveY + this.transform.position.y;
float zoomScale = (NowSize - MinScale) / (MaxScale - MinScale);//当前缩放比例 处于 最小缩放比例与最大缩放比例中的 位置
endX = Mathf.Min(Mathf.Max(MinX + zoomScale * JudgePosX, endX), MaxX - zoomScale * JudgePosX);
endY = Mathf.Min(Mathf.Max(MinY + zoomScale * JudgePosY, endY), MaxY - zoomScale * JudgePosY);//将摄像机最终位置,调整为极限位置内
Vector3 endPos = new Vector3(endX, endY, 0);
return endPos;
}
}