Car/Assets/Scripts/CameraController.cs

353 lines
11 KiB
C#

using UnityEngine;
using System;
//移动端和PC端的绕点摄像机控制器
public class CameraController : MonoBehaviour
{
// 是否允许旋转
[Header("是否允许旋转轴")] public bool canRotation_X = true;
public bool canRotation_Y = true;
[Header("是否开启缩放")] public bool canScale = true;
#region 字段和属性
/// <summary>
/// 旋转中心
/// </summary>
[Header("旋转中心物体Transform")] public Transform target;
/// <summary>
/// 关于鼠标的设置 Settings of mouse button, pointer and scrollwheel.
/// </summary>
[Header("鼠标设置,鼠标id,灵敏度,滚轮强度")] public MouseSettings mouseSettings = new MouseSettings(0, 10, 10);
/// <summary>
/// 旋转角度限制
/// </summary>
[Header("旋转角限制")] public Range angleRange = new Range(-90, 90);
/// <summary>
/// 距离的限制
/// </summary>
[Header("缩放距离限制")] public Range distanceRange = new Range(1, 10);
/// <summary>
/// Damper for move and rotate.
/// </summary>
[Header("移动和旋转的阻力")] [Range(0, 10)] public float damper = 5;
/// <summary>
/// 角度,摄像机
/// </summary>
public Vector2 CurrentAngles { protected set; get; }
/// <summary>
/// 当前距离,从摄像机到物体
/// </summary>
public float CurrentDistance { protected set; get; }
/// <summary>
/// 摄像机当前角度
/// </summary>
protected Vector2 targetAngles;
/// <summary>
/// 目标距离,从摄像机到目标,Target distance from camera to target.
/// </summary>
protected float targetDistance;
#endregion
#region Protected Method
protected virtual void Start()
{
//初始化当前角度目标角度和当前距离目标距离
CurrentAngles = targetAngles = transform.eulerAngles;
CurrentDistance = targetDistance = Vector3.Distance(transform.position, target.position);
}
protected virtual void LateUpdate()
{
if(Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor)
AroundByMouseInput();
else if(Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer)
AroundByMobileInput();
}
//记录上一次手机触摸位置判断用户是在左放大还是缩小手势
private Vector2 oldPosition1;
private Vector2 oldPosition2;
//是否是单指
private bool m_IsSingleFinger;
/// <summary>
/// 安卓控制
/// </summary>
protected void AroundByMobileInput()
{
//如果是单指
if (Input.touchCount == 1)
{
//如果是按下并且拖拽
if (Input.touches[0].phase == TouchPhase.Moved)
{
//改变角度
targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
//限定x角度 Range.
targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
}
//是单指 Mouse pointer.
m_IsSingleFinger = true;
}
//缩放 Mouse scrollwheel.
if (canScale)
{
//是否两指
if (Input.touchCount > 1)
{
//计算出当前两点触摸点的位置
if (m_IsSingleFinger)
{
oldPosition1 = Input.GetTouch(0).position;
oldPosition2 = Input.GetTouch(1).position;
}
//如果双指都在移动
if (Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)
{
//暂存移动后的手指位置
var tempPosition1 = Input.GetTouch(0).position;
var tempPosition2 = Input.GetTouch(1).position;
//当前双指距离
float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
//上次双指距离
float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);
//计算上次和这次双指触摸之间的距离差距
//然后去更改摄像机的距离
targetDistance -= (currentTouchDistance - lastTouchDistance) * Time.deltaTime *
mouseSettings.wheelSensitivity;
//备份上一次触摸点的位置,用于对比
oldPosition1 = tempPosition1;
oldPosition2 = tempPosition2;
//不是单指
m_IsSingleFinger = false;
}
}
}
//把距离限制住在min和max之间
targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
//差值运算 Lerp.
CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
//如果限定了摄像机的话,角度不变
if (!canRotation_X) targetAngles.y = 0;
if (!canRotation_Y) targetAngles.x = 0;
//更新旋转
transform.rotation = Quaternion.Euler(CurrentAngles);
//更新位置
transform.position = target.position - transform.forward * CurrentDistance;
// transform.position = target.position - Vector3.forward * CurrentDistance;
}
/// <summary>
/// Camera around target by mouse input.
/// </summary>
protected void AroundByMouseInput()
{
if (Input.GetMouseButton(mouseSettings.mouseButtonID))
{
//Mouse pointer.
targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
//Range.
targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
}
//Mouse scrollwheel.
if (canScale)
{
targetDistance -= Input.GetAxis("Mouse ScrollWheel") * mouseSettings.wheelSensitivity;
}
// m_debugTip.text = Input.GetAxis("Mouse ScrollWheel").ToString() + " + " + targetDistance.ToString();
targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
//Lerp.
CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
if (!canRotation_X) targetAngles.y = 0;
if (!canRotation_Y) targetAngles.x = 0;
//Update transform position and rotation.
transform.rotation = Quaternion.Euler(CurrentAngles);
transform.position = target.position - transform.forward * CurrentDistance;
// transform.position = target.position - Vector3.forward * CurrentDistance;
}
#endregion
}
[Serializable]
public struct MouseSettings
{
/// <summary>
/// ID of mouse button.
/// </summary>
public int mouseButtonID;
/// <summary>
/// Sensitivity of mouse pointer.
/// </summary>
public float pointerSensitivity;
/// <summary>
/// Sensitivity of mouse ScrollWheel.
/// </summary>
public float wheelSensitivity;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="mouseButtonID">ID of mouse button.</param>
/// <param name="pointerSensitivity">Sensitivity of mouse pointer.</param>
/// <param name="wheelSensitivity">Sensitivity of mouse ScrollWheel.</param>
public MouseSettings(int mouseButtonID, float pointerSensitivity, float wheelSensitivity)
{
this.mouseButtonID = mouseButtonID;
this.pointerSensitivity = pointerSensitivity;
this.wheelSensitivity = wheelSensitivity;
}
}
/// <summary>
/// Range form min to max.
/// </summary>
[Serializable]
public struct Range
{
/// <summary>
/// Min value of range.
/// </summary>
public float min;
/// <summary>
/// Max value of range.
/// </summary>
public float max;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="min">Min value of range.</param>
/// <param name="max">Max value of range.</param>
public Range(float min, float max)
{
this.min = min;
this.max = max;
}
}
/// <summary>
/// Rectangle area on plane.
/// </summary>
[Serializable]
public struct PlaneArea
{
/// <summary>
/// Center of area.
/// </summary>
public Transform center;
/// <summary>
/// Width of area.
/// </summary>
public float width;
/// <summary>
/// Length of area.
/// </summary>
public float length;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="center">Center of area.</param>
/// <param name="width">Width of area.</param>
/// <param name="length">Length of area.</param>
public PlaneArea(Transform center, float width, float length)
{
this.center = center;
this.width = width;
this.length = length;
}
}
/// <summary>
/// Target of camera align.
/// </summary>
[Serializable]
public struct AlignTarget
{
/// <summary>
/// Center of align target.
/// </summary>
public Transform center;
/// <summary>
/// Angles of align.
/// </summary>
public Vector2 angles;
/// <summary>
/// Distance from camera to target center.
/// </summary>
public float distance;
/// <summary>
/// Range limit of angle.
/// </summary>
public Range angleRange;
/// <summary>
/// Range limit of distance.
/// </summary>
public Range distanceRange;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="center">Center of align target.</param>
/// <param name="angles">Angles of align.</param>
/// <param name="distance">Distance from camera to target center.</param>
/// <param name="angleRange">Range limit of angle.</param>
/// <param name="distanceRange">Range limit of distance.</param>
public AlignTarget(Transform center, Vector2 angles, float distance, Range angleRange, Range distanceRange)
{
this.center = center;
this.angles = angles;
this.distance = distance;
this.angleRange = angleRange;
this.distanceRange = distanceRange;
}
}