camera平滑移动

using UnityEngine;
using System.Collections;
using DG.Tweening;

public class CameraFloatEffect : MonoBehaviour
{

    private GameObject camera;
    private bool startFloatingCamera = false;//开始位移
    private bool canFloating = false;//可以位移
    public float xFloat = 5;//X偏移量
    public float yFloat = 5;//Y偏移量
    public float zFloat = 5;//Z偏移量
    public float startSpeed = 0.1f;//初始速度
    public float nowSpeed = 0f;//当前速度
    public float maxSpeed = 5f;//最大速度
    public float speedPercent = 1.1f;//速度增加减少的百分比
    public float BaseDisplace = 1f;//基础位移系数
    public Vector3 originPosition;//原点,以原点为基准计算随机区域
    public Vector3 startPosition;//起始坐标
    public Vector3 targetPosition;//目标坐标
    public Vector3 midPosition;//中心点坐标
    public bool ismid = false;//是否经过了中心点
    public float lastMagnitude = 0f;//上一次距离目标点的距离
    public float memoryDistance;//到达最大速度时的距离
    // Use this for initialization
    void Start()
    {
        camera = this.gameObject;
        SetOriginPosition(this.transform.position);
        startFloatingCamera = true;
        FloatingCamera();   
    }

    // Update is called once per frame
    void Update()
    {
        UpdateCameraPosition();
    }

    public void FloatingCamera()
    {
        float _x = Random.Range(-xFloat, xFloat);
        float _y = Random.Range(-yFloat, yFloat);
        float _z = Random.Range(-zFloat, zFloat);
        targetPosition = new Vector3(originPosition.x + _x, originPosition.y + _y, originPosition.z + _z);
        startPosition = camera.transform.position;
        midPosition = (targetPosition + startPosition) / 2;
        lastMagnitude = (midPosition - startPosition).magnitude;
        canFloating = true;
        nowSpeed = startSpeed;
        memoryDistance = 0;

    }
    float testF = 0;
    public void UpdateCameraPosition()
    {
        if (startFloatingCamera)
        {
            if (canFloating)
            {
                if (!ismid)
                {
                    nowSpeed = nowSpeed * speedPercent;
                    if (nowSpeed >= maxSpeed)
                    {
                        nowSpeed = maxSpeed;
                        memoryDistance = (camera.transform.position - startPosition).magnitude;
                    }
                    Vector3 normalIzed = (midPosition - startPosition).normalized;
                    Debug.Log(normalIzed);
                    camera.transform.position += normalIzed * nowSpeed;
                    if (lastMagnitude < (midPosition - camera.transform.position).magnitude)
                    {
                        ismid = true;
                        lastMagnitude = (targetPosition - midPosition).magnitude;
                    }
                    else
                    {
                        lastMagnitude = (midPosition - camera.transform.position).magnitude;
                    }
                }
                else
                {
                    if (nowSpeed >= maxSpeed)
                    {
                        if (memoryDistance > (targetPosition - camera.transform.position).magnitude)
                        {
                            nowSpeed = nowSpeed / speedPercent;
                        }
                    }
                    else
                    {
                        nowSpeed = nowSpeed / speedPercent;
                        if (nowSpeed <= startSpeed)
                        {
                            nowSpeed = startSpeed;
                        }
                    }
                    Vector3 normalIzed = (targetPosition - midPosition).normalized;
                    camera.transform.position += normalIzed * nowSpeed;
                    if (lastMagnitude < (targetPosition - camera.transform.position).magnitude)
                    {
                        ismid = true;
                    }
                    //Debug.Log("target == " + (targetPosition - camera.transform.position).magnitude);
                    if ((targetPosition - camera.transform.position).magnitude < 0.1f)
                    {
                        ismid = false;
                        canFloating = false;
                        FloatingCamera();
                    }
                    else
                    {
                        lastMagnitude = (targetPosition - camera.transform.position).magnitude;
                    }
                }
               // Debug.Log(percent);
                
                //camera.transform.position = Vector3.Lerp(camera.transform.position, targetPosition,speed);
                //if ((targetPosition - camera.transform.position).magnitude <= 0.01f)
                //{
                //    camera.transform.position = targetPosition;
                //    canFloating = false;
                //    FloatingCamera();
                //}
            }
        }
    }

    public void SetOriginPosition(Vector3 _position)
    {
        originPosition = _position;
    }
}

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