This commit is contained in:
李浩 2025-05-07 13:58:57 +08:00
commit 3d41210f5b
2 changed files with 94 additions and 93 deletions

View File

@ -1320,13 +1320,12 @@ MonoBehaviour:
rotateSpeed: 50
moveSpeed: 0.15
distance: 2
distanceMin: 0.5
distanceMin: 0.1
distanceMax: 15
pitchMinMax: {x: -80, y: 80}
texture: {fileID: 8400000, guid: 187fba8368491cb428c8cbd324fa9bb4, type: 2}
lockMove: 0
type: 0
zoomSmoothTime: 0.1
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0

View File

@ -31,6 +31,8 @@ public class Show3DCamera : MonoBehaviour
private Vector2 mouseDownPosition; // 记录鼠标按下时的位置
private bool isDoubleTouching = false; // 记录双指操作状态
private bool isZooming = false; // 记录双指缩放状态
public enum RotationType
{
@ -44,6 +46,10 @@ public class Show3DCamera : MonoBehaviour
Vector3 targetPosition;
Vector3 targetRotate;
private float prevTouchDistance; // 存储上一帧双指距离
// 新增:跟踪当前旋转状态
private Quaternion currentRotation;
private void Awake()
{
instance = this;
@ -59,6 +65,7 @@ public class Show3DCamera : MonoBehaviour
gameObject.SetActive(false);
#endif
}
private void OnLockEvent(OnLock islock)
{
this.lockMove = islock.isLock;
@ -77,16 +84,8 @@ public class Show3DCamera : MonoBehaviour
this.targetRotate = target.eulerAngles;
yaw = 0;
pitch = 0;
// 初始化相机位置
this.inputRect = inputRect;
this.targetPos = target.transform.position;
//this.rotateSpeed = rotateSpeed;
//this.moveSpeed = moveSpeed;
//this.distance = distance;
//this.distanceMin = distanceMin;
//this.distanceMax = distanceMax;
//this.pitchMinMax = new Vector2(pitchMin, pitchMax);
// 初始化相机位置
offset = new Vector3(0, 0, -distance);
if (isRenderTexture)
@ -97,11 +96,12 @@ public class Show3DCamera : MonoBehaviour
{
self.targetTexture = null;
}
// 初始化旋转状态
currentRotation = Quaternion.Euler(pitch, yaw, 0);
UpdateCameraPosition(moveTime);
}
public void ResetCamera(Transform target, RectTransform inputRect = null, bool isRenderTexture = false)
{
if (target == null)
@ -114,10 +114,8 @@ public class Show3DCamera : MonoBehaviour
this.targetRotate = target.eulerAngles;
yaw = 0;
pitch = 0;
// 初始化相机位置
this.inputRect = inputRect;
this.targetPos = target.transform.position;
// 初始化相机位置
offset = new Vector3(0, 0, -distance);
if (isRenderTexture)
@ -128,51 +126,76 @@ public class Show3DCamera : MonoBehaviour
{
self.targetTexture = null;
}
// 重置旋转状态
currentRotation = Quaternion.Euler(pitch, yaw, 0);
UpdateCameraPosition(-1);
}
void Update()
{
if (targetPos != null && lockMove == false && EventSystem.current.IsPointerOverGameObject() == false)
{
// 优先处理三指操作
if (HandleThreeFingerDrag()) return;
bool isTouching = Input.touchCount > 0;
// 新增:在旋转前先处理双指缩放
bool isZooming = false;
// 处理双指缩放
if (isTouching && Input.touchCount == 2)
{
HandleTouchZoom();
isZooming = true; // 标记正在缩放
isZooming = true;
isDoubleTouching = true;
return;
}
else if (Input.touchCount == 0)
{
isDoubleTouching = false;
isZooming = false;
}
bool shouldRotate = false;
// 处理触摸开始(排除双指情况)
if (isTouching && Input.touchCount == 1)
if (isTouching && Input.touchCount == 1 && !isDoubleTouching)
{
if (Input.GetTouch(0).phase == TouchPhase.Began)
{
mouseDownPosition = Input.GetTouch(0).position;
// 记录当前旋转状态
if (type == RotationType.Orbit)
{
currentRotation = Quaternion.Euler(pitch, yaw, 0);
}
}
if (Input.GetTouch(0).phase == TouchPhase.Moved)
{
float dragDistance = Vector2.Distance(Input.mousePosition, mouseDownPosition);
shouldRotate = dragDistance > DRAG_THRESHOLD;
}
}
// 处理鼠标按下
else if (Input.GetMouseButtonDown(0))
else if (Input.GetMouseButtonDown(0) && !isDoubleTouching)
{
mouseDownPosition = Input.mousePosition;
// 记录当前旋转状态
if (type == RotationType.Orbit)
{
currentRotation = Quaternion.Euler(pitch, yaw, 0);
}
}
bool shouldRotate = false;
if (Input.GetMouseButton(0))
if (Input.GetMouseButton(0) && !isDoubleTouching)
{
// 使用现有参数计算拖拽距离
float dragDistance = Vector2.Distance(Input.mousePosition, mouseDownPosition);
shouldRotate = dragDistance > DRAG_THRESHOLD;
}
// 修改后的旋转条件(排除缩放状态)
if (!isZooming && (isTouching ? (Input.GetTouch(0).phase == TouchPhase.Moved) : shouldRotate))
{
// 旋转相机
if (!isZooming && shouldRotate)
{
RotateCamera();
}
@ -188,13 +211,15 @@ public class Show3DCamera : MonoBehaviour
{
MoveTarget();
}
DetectHoveredObject();
}
}
// 唯一的三指处理方法返回bool用于阻断其他操作
private bool HandleThreeFingerDrag()
{
if (Input.touchCount == 5)
if (Input.touchCount == 3)
{
// 计算三个触点的平均移动量
Vector2 totalDelta = Vector2.zero;
@ -221,24 +246,13 @@ public class Show3DCamera : MonoBehaviour
return false;
}
// 新增双指缩放处理方法
// 类变量区添加
private float zoomSmoothVelocity; // 平滑速度缓存
[SerializeField] private float zoomSmoothTime = 0.1f; // 缩放平滑时间
// 双指缩放处理
private void HandleTouchZoom()
{
if (Input.touchCount == 2)
{
Touch touch0 = Input.GetTouch(0);
Touch touch1 = Input.GetTouch(1);
// 当双指操作时重置旋转相关变量
if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
{
yaw = transform.eulerAngles.y; // 保持当前旋转角度
pitch = transform.eulerAngles.x;
mouseDownPosition = Vector2.zero;
}
Vector2 touch0Pos = touch0.position;
Vector2 touch1Pos = touch1.position;
@ -246,37 +260,26 @@ public class Show3DCamera : MonoBehaviour
// DPI自适应计算
float dpi = Screen.dpi == 0 ? 200 : Screen.dpi;
float zoomFactor = 0.01f * (200 / dpi); // 基准DPI为200
float zoomFactor = 0.01f * (200 / dpi);
if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
{
prevTouchDistance = currentDistance;
zoomSmoothVelocity = 0; // 重置平滑速度
}
else if (touch0.phase == TouchPhase.Moved || touch1.phase == TouchPhase.Moved)
{
float deltaDistance = currentDistance - prevTouchDistance;
// 仅触摸缩放使用平滑
float targetDistance = distance - deltaDistance * zoomFactor;
targetDistance = Mathf.Clamp(targetDistance, distanceMin, distanceMax);
distance = Mathf.SmoothDamp(
distance,
targetDistance,
ref zoomSmoothVelocity,
zoomSmoothTime
);
offset = new Vector3(0, 0, -distance);
UpdateCameraPosition();
// 添加判断:如果双指距离变化小于某个阈值,则不进行缩放操作
if (Mathf.Abs(deltaDistance) > 1f)
{
float scroll = deltaDistance * zoomFactor;
ZoomCamera(scroll);
}
prevTouchDistance = currentDistance;
}
}
}
// 检测鼠标悬停的物体
public void DetectHoveredObject()
{
@ -292,29 +295,21 @@ public class Show3DCamera : MonoBehaviour
RaycastHit raycastHit;
if (Physics.Raycast(ray, out raycastHit))
{
//Debug.Log(raycastHit.transform.name);
obj = raycastHit.transform.gameObject;
// 如果击中的物体与上一次击中的物体不同,表示射线进入了新物体
if (obj != lastHitObject)
{
// 触发进入事件
OnMouseEnterObj(obj);
// 如果上一次击中的物体不为空,触发离开事件
if (lastHitObject != null && lastHitObject != obj)
{
OnMouseExitObj(lastHitObject);
// 更新上一次击中的物体
lastHitObject = obj;
}
}
}
else
{
// 如果射线没有击中任何物体,且上一次击中的物体不为空,触发离开事件
if (lastHitObject != null)
{
OnMouseExitObj(lastHitObject);
@ -323,13 +318,11 @@ public class Show3DCamera : MonoBehaviour
}
}
/// <summary>
/// 聚焦某个物体
/// </summary>
public void FocusObj(Vector3 target, float distance = 1f, float moveTime = -1)
{
// 可以根据需要调整这个距离
Vector3 cameraPos = target - transform.forward * distance;
targetPos = target;
@ -361,13 +354,11 @@ public class Show3DCamera : MonoBehaviour
{
tip.OnExit();
}
}
// 修改后的移动方法(统一处理输入源)
private void MoveTarget(float mouseX = 0, float mouseY = 0)
{
// 自动判断输入源
if (Mathf.Approximately(mouseX, 0) && Mathf.Approximately(mouseY, 0))
{
mouseX = Input.GetAxis("Mouse X") * moveSpeed;
@ -377,11 +368,12 @@ public class Show3DCamera : MonoBehaviour
transform.Translate(new Vector3(-mouseX, -mouseY, 0));
targetPos += new Vector3(-mouseX, -mouseY, 0);
}
// 缩放相机
private void ZoomCamera(float scroll)
{
distance -= scroll * 5f; // 调整缩放速度
distance = Mathf.Clamp(distance, distanceMin, distanceMax); // 限制距离范围
distance -= scroll * 5f;
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
offset = new Vector3(0, 0, -distance);
UpdateCameraPosition();
}
@ -389,7 +381,6 @@ public class Show3DCamera : MonoBehaviour
// 修改RotateCamera方法
private void RotateCamera()
{
// 优先使用触摸输入
float deltaX = 0, deltaY = 0;
// 触屏处理
@ -402,14 +393,13 @@ public class Show3DCamera : MonoBehaviour
// 鼠标处理
else
{
deltaX = Input.GetAxis("Mouse X") * 10; // 保持原有灵敏度
deltaX = Input.GetAxis("Mouse X") * 10;
deltaY = Input.GetAxis("Mouse Y") * 10;
// 当累计移动量超过阈值时才生效
if (Mathf.Abs(deltaX) < DRAG_THRESHOLD && Mathf.Abs(deltaY) < DRAG_THRESHOLD)
return;
}
// 应用DPI缩放(关键!)
// 应用DPI缩放
float dpiScale = Screen.dpi == 0 ? 1 : Screen.dpi / 160f;
deltaX *= rotateSpeed * Time.deltaTime / dpiScale;
deltaY *= rotateSpeed * Time.deltaTime / dpiScale;
@ -440,24 +430,36 @@ public class Show3DCamera : MonoBehaviour
// 更新相机位置和朝向
private void UpdateCameraPosition(float moveTime = -1)
{
// 计算旋转后的偏移量
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 rotatedOffset = rotation * offset;
// 更新相机位置
if (moveTime != -1)
if (type == RotationType.Orbit)
{
transform.DOMove(targetPos + rotatedOffset, moveTime).onUpdate = () =>
// 相机始终朝向目标点
transform.LookAt(targetPos);
}
else
{
transform.position = targetPos + rotatedOffset;
// 相机始终朝向目标点
transform.LookAt(targetPos);
}
// 使用四元数计算旋转后的偏移量
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 rotatedOffset = rotation * offset;
if (moveTime != -1)
{
transform.DOMove(targetPos + rotatedOffset, moveTime).onUpdate = () =>
transform.LookAt(targetPos);
}
else
{
transform.position = targetPos + rotatedOffset;
transform.LookAt(targetPos);
}
}
else if (type == RotationType.Spherical)
{
// 球形模式下的相机跟随
if (moveTime != -1)
{
transform.DOMove(targetPos + offset, moveTime).onUpdate = () =>
transform.LookAt(targetPos);
}
else
{
transform.position = targetPos + offset;
transform.LookAt(targetPos);
}
}
}
}