unity gameframework学习 2d 相机跟随 范围限制 缩小放大

需要安装一下cinemachine插件

using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 用于控制anchor的位置
/// </summary>
public class CameraNew : MonoBehaviour
{
    public Transform upleft;
    public Transform downright;
    public Transform anchor;

    public CinemachineVirtualCamera CMvam1;

    private float zoomMax =12;
    private float zoomMin = 3;
    private float zoomCurrent = 12.0f;
    private float zoomSpeed = 2;
    private bool bInTouch = false;
    public bool camPanningUse = true;

    private Vector3 anchorPosOld = Vector3.zero;
    private Vector3 mousePosOld = Vector3.zero;
    private Vector3 mousePosLast = Vector3.zero;

    void Start()
    {
        CMvam1= (CinemachineVirtualCamera)Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera;
    }



    void Update()
    {
        //视角缩小
        zoomCurrent -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
        zoomCurrent = Mathf.Clamp(zoomCurrent, zoomMin, zoomMax);
        CMvam1.m_Lens.OrthographicSize = zoomCurrent;

        //拖动anchor,移动视窗
        if (Input.GetMouseButton(0))
        {
            if (!bInTouch)
            {
                bInTouch = true;
                mousePosOld = Input.mousePosition;
                mousePosLast = Input.mousePosition;
                anchorPosOld = anchor.transform.position;
            }
            else
            {
                mousePosLast = Input.mousePosition;
                if (bInTouch)
                {
                    Vector3 vDelta = (Input.mousePosition - mousePosOld) * 0.008f;
                    Debug.Log("vDelta:" + vDelta);

                    Vector3 vForward = anchor.transform.forward; vForward.Normalize();
                    Debug.Log("vForward:" + vForward);
                    Vector3 vRight = anchor.transform.right; vRight.Normalize();
                    Debug.Log("vRight:" + vRight);
                    Vector3 vMove = -vForward * vDelta.y + -vRight * vDelta.x;
                    Debug.Log("vMove:" + vMove);
                    anchor.transform.position = anchorPosOld + new Vector3(vMove.x, vMove.z, anchor.transform.position.z);
                }
            }
        else
        {
            bInTouch = false;
        }
        }
    }

    public void InSide()
    {
        if (anchor.position.x < upleft.position.x)
        {
            anchor.position = new Vector3(upleft.position.x, anchor.position.y, anchor.position.z);
        }
        else if (anchor.position.x > downright.position.x)
        {
            anchor.position = new Vector3(downright.position.x, anchor.position.y, anchor.position.z);
        }

        if (anchor.position.y < upleft.position.y)
        {
            anchor.position = new Vector3(anchor.position.x, upleft.position.y, anchor.position.z);
        }
        else if (anchor.position.y > downright.position.y)
        {
            anchor.position = new Vector3(anchor.position.x, downright.position.y, anchor.position.z);
        }

    }
}

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