unity中对标Google Earth的鼠标操作

下面的代码对标的是Google Earth的鼠标鼠标操作。

为模拟操作,欢迎指正!


using UnityEngine;
using System.Collections;

public class MouseControllerCmaer : MonoBehaviour
{

    [Tooltip("观察的对象")]
    public GameObject target;
    [Tooltip("X轴的移动速率")]
    public float xSpeed;
    [Tooltip("Y轴的移动速率")]
    public float ySpeed;
    [Tooltip("Y轴限制最小值")]
    public float yMinLimit;
    [Tooltip("Y轴限制最大值")]
    public float yMaxLimit;
    [Tooltip("滚轮速率")]
    public float scrollSpeed;
    [Tooltip("移动速率")]
    public float moveSpeed;
    [Tooltip("最小距离限制")]
    public float zoomMin;
    [Tooltip("最大距离限制")]
    public float zoomMax;
    [Tooltip("是否带插值")]
    public bool isDamping;
    [Tooltip("插值系数")]
    public float damping;
    /// <summary>
    /// 参数,距离
    /// </summary>
    private float distance;
    /// <summary>
    /// 用于计算的参数
    /// </summary>
    private float distanceLerp;
    /// <summary>
    /// 位置
    /// </summary>
    private Vector3 position;
    /// <summary>
    /// bool值,鼠标按下事件为true,否则false
    /// </summary>
    private bool isActivated;
    /// <summary>
    /// 参数
    /// </summary>
    private float x;
    /// <summary>
    /// 参数
    /// </summary>
    private float y;

    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;

        CalDistance();
    }

    void LateUpdate()
    {
        ScrollMouse();
        RotateCamera();
        RotateAroundPointer();
        ScrollMouseMove();
    }
    /// <summary>
    /// 右键控制移动
    /// </summary>
    void ScrollMouseMove()
    {
        distanceLerp = Mathf.Lerp(distanceLerp, distance, Time.deltaTime * 5);

        if (Input.GetMouseButtonDown(1))
        {
            y = Input.GetAxis("Mouse Y") * ySpeed;
        }

        if (Input.GetMouseButton(1))
        {
            distance = Vector3.Distance(transform.position, target.transform.position);

            float v = Input.GetAxis("Mouse Y") * ySpeed;

            distance = ScrollLimit(distance - (y - v) * moveSpeed, zoomMin, zoomMax);
        }
    }
    /// <summary>
    /// 中键按下控制旋转
    /// </summary>
    void RotateAroundPointer()
    {
        if (Input.GetMouseButtonDown(2))
        {
            isActivated = true;
        }

        if (Input.GetMouseButtonUp(2))
        {
            isActivated = false;
        }

        if (target && isActivated)
        {

            y -= Input.GetAxis("Mouse Y") * ySpeed;

            x += Input.GetAxis("Mouse X") * xSpeed;

            y = ClampAngle(y, yMinLimit, yMaxLimit);

        }
    }
   /// <summary>
   /// 控制相机旋转
   /// </summary>
    void RotateCamera()
    {
        if (Input.GetMouseButtonDown(0))
        {
            isActivated = true;
        }

        if (Input.GetMouseButtonUp(0))
        {
            isActivated = false;
        }

        if (target && isActivated)
        {
            y -= Input.GetAxis("Mouse Y") * ySpeed;

            x += Input.GetAxis("Mouse X") * xSpeed;
        }
        Quaternion rotation = Quaternion.Euler(y, x, 0);

        Vector3 calPos = new Vector3(0, 0, -distanceLerp);

        position = rotation * calPos + target.transform.position;

        if (isDamping)
        {
            transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);

            transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
        }
        else
        {
            transform.rotation = rotation;

            transform.position = position;
        }
    }
    /// <summary>
    /// 数据的初始化
    /// </summary>
    void CalDistance()
    {
        distance = zoomMax;
        distanceLerp = distance;
        Quaternion rotation = Quaternion.Euler(y, x, 0);
        Vector3 calPos = new Vector3(0, 0, -distanceLerp);
        position = rotation * calPos + target.transform.position;
        transform.rotation = rotation;
        transform.position = position;
    }
    /// <summary>
    /// 滚轮控制移动
    /// </summary>
    void ScrollMouse()
    {
        distanceLerp = Mathf.Lerp(distanceLerp, distance, Time.deltaTime * 5);

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            distance = Vector3.Distance(transform.position, target.transform.position);

            distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed, zoomMin, zoomMax);

        }
    }
    /// <summary>
    /// 限制
    /// </summary>
    /// <param name="dist"></param>
    /// <param name="min"></param>
    /// <param name="max"></param>
    /// <returns></returns>
    float ScrollLimit(float dist, float min, float max)
    {
        if (dist < min)

            dist = min;

        if (dist > max)

            dist = max;

        return dist;
    }
    /// <summary>
    /// 限制
    /// </summary>
    /// <param name="angle"></param>
    /// <param name="min"></param>
    /// <param name="max"></param>
    /// <returns></returns>
    float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}

 

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