开发对象的旋转,平移,缩放查看功能
之前项目做的旋转平衡和缩放功能受物体中心点的控制,效果也不是很好,容易导致相机效果变形,现在查到一篇文章是通过相机来实现,真的非常好用,可以自行扩展源码,下面贴出地址:
原文地址
如果原作者文章移除,可以直接查看我贴出的代码内容,可以直接将此代码挂到相机上使用。
using UnityEngine;
using System.Collections;
public class FreeCameraController : MonoBehaviour
{
//摄像机绕屏幕中心旋转缩放平移脚本
public float thetaSpeed = 250.0f;
public float phiSpeed = 120.0f;
public float moveSpeed = 10.0f;
public float zoomSpeed = 30.0f;
public float phiBoundMin = -89f;
public float phiBoundMax = 89f;
public bool useMoveBounds = true;
public float moveBounds = 100f;
public float rotateSmoothing = 0.5f;
public float moveSmoothing = 0.7f;
public float distance = 2.0f;
private Vector2 euler;
private Quaternion targetRot;
private Vector3 targetLookAt;
private float targetDist;
private Vector3 distanceVec = new Vector3(0, 0, 0);
private Transform target;
private Rect inputBounds;
public Rect paramInputBounds = new Rect(0, 0, 1, 1);
public Vector3 pivotPoint = new Vector3(0, 2, 0);
public void Start()
{
Vector3 angles = transform.eulerAngles;
euler.x = angles.y;
euler.y = angles.x;
//unity only returns positive euler angles but we need them in -90 to 90
euler.y = Mathf.Repeat(euler.y + 180f, 360f) - 180f;
GameObject go = new GameObject("_FreeCameraTarget");
go.hideFlags = HideFlags.HideAndDontSave | HideFlags.HideInInspector;
target = go.transform;
target.position = pivotPoint;
targetDist = (transform.position - target.position).magnitude;
targetRot = transform.rotation;
targetLookAt = target.position;
}
public void Update()
{
//NOTE: mouse coordinates have a bottom-left origin, camera top-left
inputBounds.x = GetComponent<Camera>().pixelWidth * paramInputBounds.x;
inputBounds.y = GetComponent<Camera>().pixelHeight * paramInputBounds.y;
inputBounds.width = GetComponent<Camera>().pixelWidth * paramInputBounds.width;
inputBounds.height = GetComponent<Camera>().pixelHeight * paramInputBounds.height;
if (target && inputBounds.Contains(Input.mousePosition))
{
float dx = Input.GetAxis("Mouse X");
float dy = Input.GetAxis("Mouse Y");
bool click1 = Input.GetMouseButton(1);
bool click2 = Input.GetMouseButton(2);
if (click2)
{
dx = dx * moveSpeed * 0.005f * targetDist;
dy = dy * moveSpeed * 0.005f * targetDist;
targetLookAt -= transform.up * dy + transform.right * dx;
if (useMoveBounds)
{
targetLookAt.x = Mathf.Clamp(targetLookAt.x, -moveBounds, moveBounds);
targetLookAt.y = Mathf.Clamp(targetLookAt.y, -moveBounds, moveBounds);
targetLookAt.z = Mathf.Clamp(targetLookAt.z, -moveBounds, moveBounds);
}
}
else if (click1)
{
dx = dx * thetaSpeed * 0.02f;
dy = dy * phiSpeed * 0.02f;
euler.x += dx;
euler.y -= dy;
euler.y = ClampAngle(euler.y, phiBoundMin, phiBoundMax);
targetRot = Quaternion.Euler(euler.y, euler.x, 0);
}
targetDist -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed * 0.5f;
targetDist = Mathf.Max(0.1f, targetDist);
}
}
public void FixedUpdate()
{
distance = moveSmoothing * targetDist + (1 - moveSmoothing) * distance;
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, rotateSmoothing);
target.position = Vector3.Lerp(target.position, targetLookAt, moveSmoothing);
distanceVec.z = distance;
transform.position = target.position - transform.rotation * distanceVec;
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360f) angle += 360f;
if (angle > 360f) angle -= 360f;
return Mathf.Clamp(angle, min, max);
}
}