unity围绕物体旋转、缩放、移动

unity围绕物体旋转、缩放、移动

在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
注意三个物体的位置!!!

using System;
using UnityEngine;
using UnityEngine.EventSystems;

public class Obj_Rotation : MonoBehaviour
{
    [Header("摄像机父物体位置信息")]
    public Transform camPrent_tranasform;
    [Header("摄像机位置信息")]
    public Transform cam_transform;
    [Header("旋转参数")]
    public Camera_Rotation_Parameter rotation_Parameter;
    [Header("缩放参数")]
    public Camera_Zoom_Parameter zoom_parameter;
    [Header("拖拽参数")]
    public Camera_Drag_Parameter drag_parameter;
    [Header("鼠标在UI上是否能操作")]
    public bool isUI;
    //旋转参数
    float rotatedAngleX, rotatedAngleY; //预设角度(当前角度加上将要增加/减少的角度)

    //缩放参数
    private float cameraDistance;//摄像机的初始位置z轴
    private float targetCameraDistance;//目标摄像机距离

    //拖拽参数
    float delta_x, delta_y;
    Quaternion Drag_rotation;

    //重置参数
    private Vector3 cam_pos;
    private Vector3 camParent_pos;
    private Quaternion camParent_rot;

    public float zoom_Min = 5;
    public float zoom_Max = 30;
    void Start()
    {
       // camPrent_tranasform = transform.GetChild(0).transform;
       // cam_transform = transform.GetComponentInChildren<Camera>().gameObject.transform;

        cameraDistance = cam_transform.localPosition.z;
        targetCameraDistance = cameraDistance;

        rotation_Parameter = new Camera_Rotation_Parameter(true, 0f, 80f, false, 80f, -80f, 5f);
        zoom_parameter = new Camera_Zoom_Parameter(5, 30, 1, 1);
        drag_parameter = new Camera_Drag_Parameter(true, 0.5f);

        zoom_parameter.minDistance = zoom_Min;
        zoom_parameter.maxDistance = zoom_Max;

        cam_pos = cam_transform.position;
        camParent_pos = camPrent_tranasform.localPosition;
        camParent_rot = camPrent_tranasform.localRotation;
    }

    void Update()
    {
        if (EventSystem.current == null)
        {
            Debug.LogError("缺少EventSystem");
            return;
        }
        if (!EventSystem.current.IsPointerOverGameObject() || isUI)
        {
            Oribit();
            Zoom();
            Drag();
        }
    }
    /// <summary>
    /// 拖动
    /// </summary>
    private void Drag()
    {
        if (Input.GetMouseButton(0) && drag_parameter.isDrag)//&& !EventSystem.current.IsPointerOverGameObject())
        {
            delta_x = Input.GetAxis("Mouse X") * drag_parameter.DragSpeed;
            delta_y = Input.GetAxis("Mouse Y") * drag_parameter.DragSpeed;
            Drag_rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
            transform.position = Drag_rotation * new Vector3(-delta_x, -delta_y, 0) + transform.position;
        }
    }
    /// <summary>
    /// 旋转
    /// </summary>
    private void Oribit()
    {
        if (Input.GetMouseButton(1))
        {
            var mouse_x = Input.GetAxis("Mouse X");//获取鼠标X轴移动
            var mouse_y = -Input.GetAxis("Mouse Y");//获取鼠标Y轴移动
            //上下旋转限制
            rotatedAngleX = transform.eulerAngles.x + mouse_y * rotation_Parameter.mouseMoveRatio;
            if (rotatedAngleX > rotation_Parameter.minXAngle && rotatedAngleX < rotation_Parameter.maxXAngle || !rotation_Parameter.limitXAngle)
            {
                transform.RotateAround(camPrent_tranasform.position, transform.right, mouse_y * rotation_Parameter.mouseMoveRatio);
            }
            else
            {
                transform.RotateAround(camPrent_tranasform.position, transform.right, 0);
            }

            //左右旋转限制
            rotatedAngleY = transform.eulerAngles.y + mouse_x * rotation_Parameter.mouseMoveRatio;
            if (rotatedAngleY > rotation_Parameter.minYAngle && rotatedAngleY < rotation_Parameter.maxYAngle || !rotation_Parameter.limitYAngle)
            {
                transform.RotateAround(camPrent_tranasform.position, Vector3.up, mouse_x * rotation_Parameter.mouseMoveRatio);
            }
            else
            {
                transform.RotateAround(camPrent_tranasform.position, Vector3.up, 0);
            }
        }
    }
    /// <summary>
    /// 镜头拉远或缩进
    /// </summary>
    private void Zoom()
    {
        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            cameraDistance = -cam_transform.localPosition.z;
            targetCameraDistance = cameraDistance - Input.GetAxis("Mouse ScrollWheel") * cameraDistance * zoom_parameter.mouseScroollRatio;
            targetCameraDistance = Mathf.Clamp(targetCameraDistance, zoom_parameter.minDistance, zoom_parameter.maxDistance);
        }
        if (Mathf.Abs(targetCameraDistance - cameraDistance) > 0.1f)
        {
            cameraDistance = Mathf.Lerp(cameraDistance, targetCameraDistance, Time.fixedDeltaTime * zoom_parameter.zoomSensitive);
            cam_transform.localPosition = new Vector3(0f, 0f, -cameraDistance);
        }
    }
    /// <summary>
    /// 重置位置
    /// </summary>
    public void Reset_Transform()
    {
        camPrent_tranasform.position = camParent_pos;
        camPrent_tranasform.rotation = camParent_rot;
        cam_transform.position = cam_pos;

        cameraDistance = cam_pos.z;
        targetCameraDistance = cameraDistance;

        //拖动
        delta_x = 0; delta_y = 0;
        Drag_rotation = new Quaternion(0, 0, 0, 0);

        rotatedAngleX = 0; rotatedAngleY = 0;
    }
}
#region 结构体
/// <summary>
/// 摄像机旋转参数
/// </summary>
[Serializable]
public struct Camera_Rotation_Parameter
{
    [Header("旋转速度")]
    public float mouseMoveRatio;
    [Header("是否限制X轴旋转角度")]
    public bool limitXAngle;
    [Header("X轴旋转角度最小值")]
    public float minXAngle;
    [Header("X轴旋转角度最大值")]
    public float maxXAngle;
    [Header("是否限制Y轴旋转角度")]
    public bool limitYAngle;
    [Header("Y轴旋转角度最小值")]
    public float minYAngle;
    [Header("Y轴旋转角度最大值")]
    public float maxYAngle;

    public Camera_Rotation_Parameter(
                bool limitXAngle = true
               , float minXAngle = 0f
               , float maxXAngle = 60f
               , bool limitYAngle = false
               , float minYAngle = 0f
               , float maxYAngle = 0f
               , float mouseMoveRatio = 5f)
    {
        this.limitXAngle = limitXAngle;
        this.minXAngle = minXAngle;
        this.maxXAngle = maxXAngle;
        this.limitYAngle = limitYAngle;
        this.minYAngle = minYAngle;
        this.maxYAngle = maxYAngle;
        this.mouseMoveRatio = mouseMoveRatio;
    }
}
/// <summary>
/// 摄像机视角缩放参数
/// </summary>
[Serializable]
public struct Camera_Zoom_Parameter
{
    [Header("缩放最小值")]
    public float minDistance;//5
    [Header("缩放最大值")]
    public float maxDistance;//30
    [Header("缩放幅度")]
    public float mouseScroollRatio;//1
    [Header("缩放平滑度")]
    public float zoomSensitive;//1

    public Camera_Zoom_Parameter(float minDistance, float maxDistance, float mouseScroollRatio, float zoomSensitive)
    {
        this.minDistance = minDistance;
        this.maxDistance = maxDistance;
        this.mouseScroollRatio = mouseScroollRatio;
        this.zoomSensitive = zoomSensitive;
    }
}
/// <summary>
/// 摄像机视角拖拽参数
/// </summary>
[Serializable]
public struct Camera_Drag_Parameter
{
    [Header("是否允许拖拽")]
    public bool isDrag;
    [Header("拖拽移动速度")]
    public float DragSpeed;
    public Camera_Drag_Parameter(bool isDrag, float DragSpeed)
    {
        this.isDrag = isDrag;
        this.DragSpeed = DragSpeed;
    }
}
#endregion

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