using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class MainCamera : MonoBehaviour
{
public Transform target;
public float targetHeight = 1.2f;
public float distance = 8.0f;
public float offsetFromWall = 0.1f;
public float maxDistance = 15;
public float minDistance = 3f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = 0;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float rotationDampening = 3.0f;
public float zoomDampening = 5.0f;
public LayerMask collisionLayers = -1;
private float xDeg = -53.2f;
private float yDeg = 22.4f;
private float currentDistance;
private float desiredDistance;
private float correctedDistance;
void Start()
{
currentDistance = distance; //当前距离
desiredDistance = distance; //默认距离
correctedDistance = distance; //需要修正的距离
}
void LateUpdate()
{
target = GameObject.FindGameObjectWithTag("Player").transform;
Vector3 vTargetOffset;
if (!target)
{
return;
}
if (Input.GetMouseButton(1))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
}
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
xDeg = ClampAngle(xDeg, -360, 360);
Quaternion rotation = Quaternion.Euler(yDeg, xDeg, 0);
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance); //滚珠移动摄像头与人的距离
correctedDistance = desiredDistance;
vTargetOffset = new Vector3(0, -targetHeight, 0);
Vector3 position = target.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset); //摄像机与人之间的向量
RaycastHit collisionHit;
Vector3 trueTargetPosition = new Vector3(target.position.x, target.position.y + targetHeight, target.position.z); //修改人身上的射线发出点坐标
bool isCorrected = false;
if (Physics.Linecast(trueTargetPosition, position, out collisionHit, collisionLayers.value))
{
correctedDistance = Vector3.Distance(trueTargetPosition, collisionHit.point) - offsetFromWall;
isCorrected = true;
}
currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance;
currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
position = target.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);
transform.rotation = rotation;
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}