449 lines
13 KiB
C#
449 lines
13 KiB
C#
using DG.Tweening;
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using QFramework;
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class Show3DCamera : MonoBehaviour
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{
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public Vector3 targetPos; // 围绕旋转的目标点
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public float rotateSpeed; // 旋转速度
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public float moveSpeed; // 移动速度
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public float distance; // 相机与目标的距离
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public float distanceMin;
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public float distanceMax;
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public Vector2 pitchMinMax/* = new Vector2(-20, 80)*/; // 相机俯仰角范围
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private Vector3 offset; // 相机与目标的偏移量
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private float yaw = 0f; // 偏航角(左右旋转)
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private float pitch = 0f; // 俯仰角(上下旋转)
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public static Show3DCamera instance;
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RectTransform inputRect;
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Camera self;
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private GameObject lastHitObject = null;
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public RenderTexture texture;
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public bool lockMove = false;
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private Vector2 mouseDownPosition; // 记录鼠标按下时的位置
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public enum RotationType
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{
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Orbit, // 原有立式旋转
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Spherical // 新增球形旋转
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}
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public RotationType type = RotationType.Orbit;
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Transform target;
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Vector3 targetPosition;
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Vector3 targetRotate;
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private float prevTouchDistance; // 存储上一帧双指距离
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private void Awake()
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{
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instance = this;
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self = transform.GetComponent<Camera>();
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DontDestroyOnLoad(this);
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gameObject.SetActive(false);
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TypeEventSystem.Global.Register<OnLock>(OnLockEvent).UnRegisterWhenDisabled(this);
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}
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private void OnLockEvent(OnLock islock)
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{
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this.lockMove = islock.isLock;
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}
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public void Set(Transform target, float rotateSpeed = 10, float moveSpeed = 0.1f, float distance = 0.1f, float pitchMin = -20, float pitchMax = 80, float distanceMin = 0.2f, float distanceMax = 20f, RectTransform inputRect = null, bool isRenderTexture = true, float moveTime = -1)
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{
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if (target == null)
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{
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Debug.LogError("Target is not assigned!");
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return;
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}
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this.target = target;
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this.targetPosition = target.position;
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this.targetRotate = target.eulerAngles;
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yaw = 0;
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pitch = 0;
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// 初始化相机位置
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this.inputRect = inputRect;
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this.targetPos = target.transform.position;
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//this.rotateSpeed = rotateSpeed;
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//this.moveSpeed = moveSpeed;
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//this.distance = distance;
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//this.distanceMin = distanceMin;
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//this.distanceMax = distanceMax;
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//this.pitchMinMax = new Vector2(pitchMin, pitchMax);
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// 初始化相机位置
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offset = new Vector3(0, 0, -distance);
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if (isRenderTexture)
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{
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self.targetTexture = texture;
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}
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else
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{
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self.targetTexture = null;
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}
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UpdateCameraPosition(moveTime);
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}
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public void ResetCamera(Transform target, RectTransform inputRect = null, bool isRenderTexture = false)
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{
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if (target == null)
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{
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Debug.LogError("Target is not assigned!");
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return;
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}
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this.target = target;
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this.targetPosition = target.position;
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this.targetRotate = target.eulerAngles;
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yaw = 0;
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pitch = 0;
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// 初始化相机位置
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this.inputRect = inputRect;
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this.targetPos = target.transform.position;
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// 初始化相机位置
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offset = new Vector3(0, 0, -distance);
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if (isRenderTexture)
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{
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self.targetTexture = texture;
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}
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else
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{
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self.targetTexture = null;
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}
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UpdateCameraPosition(-1);
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}
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void Update()
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{
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if (targetPos != null && lockMove == false && EventSystem.current.IsPointerOverGameObject() == false)
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{
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// 优先处理三指操作
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if (HandleThreeFingerDrag()) return;
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bool isTouching = Input.touchCount > 0;
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// 新增:在旋转前先处理双指缩放
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bool isZooming = false;
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if (isTouching && Input.touchCount == 2)
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{
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HandleTouchZoom();
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isZooming = true; // 标记正在缩放
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}
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// 处理触摸开始(排除双指情况)
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if (isTouching && Input.touchCount == 1)
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{
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if (Input.GetTouch(0).phase == TouchPhase.Began)
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{
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mouseDownPosition = Input.GetTouch(0).position;
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}
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}
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// 处理鼠标按下
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else if (Input.GetMouseButtonDown(0))
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{
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mouseDownPosition = Input.mousePosition;
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}
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// 修改后的旋转条件(排除缩放状态)
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if (!isZooming && (isTouching ? (Input.GetTouch(0).phase == TouchPhase.Moved) : Input.GetMouseButton(0)))
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{
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// 移除距离判断直接响应
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RotateCamera();
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}
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// 鼠标滚轮缩放
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll != 0)
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{
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ZoomCamera(scroll);
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}
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// 按住鼠标右键时移动目标点
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if (Input.GetMouseButton(1))
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{
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MoveTarget();
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}
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DetectHoveredObject();
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}
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}
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// 唯一的三指处理方法(返回bool用于阻断其他操作)
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private bool HandleThreeFingerDrag()
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{
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if (Input.touchCount == 5)
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{
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// 计算三个触点的平均移动量
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Vector2 totalDelta = Vector2.zero;
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foreach (Touch t in Input.touches)
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{
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totalDelta += t.deltaPosition;
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}
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Vector2 delta = totalDelta / 3f;
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// DPI自适应处理
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float dpiScale = Screen.dpi == 0 ? 1 : Screen.dpi / 160f;
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float sensitivity = moveSpeed * 0.1f / dpiScale;
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// 应用移动阈值(2像素)
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if (delta.magnitude > 2f)
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{
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// 调用修改后的移动方法
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MoveTarget(delta.x * sensitivity, delta.y * sensitivity);
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}
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// 阻断其他触摸操作
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return true;
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}
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return false;
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}
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// 新增双指缩放处理方法
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// 类变量区添加
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private float zoomSmoothVelocity; // 平滑速度缓存
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[SerializeField] private float zoomSmoothTime = 0.1f; // 缩放平滑时间
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private void HandleTouchZoom()
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{
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if (Input.touchCount == 2)
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{
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Touch touch0 = Input.GetTouch(0);
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Touch touch1 = Input.GetTouch(1);
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// 当双指操作时重置旋转相关变量
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if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
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{
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yaw = transform.eulerAngles.y; // 保持当前旋转角度
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pitch = transform.eulerAngles.x;
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mouseDownPosition = Vector2.zero;
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}
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Vector2 touch0Pos = touch0.position;
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Vector2 touch1Pos = touch1.position;
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float currentDistance = Vector2.Distance(touch0Pos, touch1Pos);
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// DPI自适应计算
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float dpi = Screen.dpi == 0 ? 200 : Screen.dpi;
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float zoomFactor = 0.01f * (200 / dpi); // 基准DPI为200
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if (touch0.phase == TouchPhase.Began || touch1.phase == TouchPhase.Began)
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{
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prevTouchDistance = currentDistance;
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zoomSmoothVelocity = 0; // 重置平滑速度
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}
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else if (touch0.phase == TouchPhase.Moved || touch1.phase == TouchPhase.Moved)
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{
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float deltaDistance = currentDistance - prevTouchDistance;
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// 仅触摸缩放使用平滑
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float targetDistance = distance - deltaDistance * zoomFactor;
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targetDistance = Mathf.Clamp(targetDistance, distanceMin, distanceMax);
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distance = Mathf.SmoothDamp(
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distance,
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targetDistance,
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ref zoomSmoothVelocity,
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zoomSmoothTime
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);
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offset = new Vector3(0, 0, -distance);
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UpdateCameraPosition();
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prevTouchDistance = currentDistance;
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}
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}
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}
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// 检测鼠标悬停的物体
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public void DetectHoveredObject()
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{
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GameObject obj = null;
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Vector2 mousePosition = Input.mousePosition;
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if (inputRect != null)
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{
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var pos = (mousePosition - (Vector2)inputRect.position) / inputRect.lossyScale - inputRect.rect.position;
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mousePosition = pos / inputRect.rect.size;
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}
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var ray = self.ViewportPointToRay(mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit))
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{
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//Debug.Log(raycastHit.transform.name);
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obj = raycastHit.transform.gameObject;
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// 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
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if (obj != lastHitObject)
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{
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// 触发进入事件
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OnMouseEnterObj(obj);
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// 如果上一次击中的物体不为空,触发离开事件
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if (lastHitObject != null && lastHitObject != obj)
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{
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OnMouseExitObj(lastHitObject);
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// 更新上一次击中的物体
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lastHitObject = obj;
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}
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}
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}
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else
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{
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// 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
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if (lastHitObject != null)
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{
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OnMouseExitObj(lastHitObject);
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lastHitObject = null;
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}
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}
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}
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/// <summary>
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/// 聚焦某个物体
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/// </summary>
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public void FocusObj(Vector3 target, float distance = 1f, float moveTime = -1)
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{
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// 计算相机前方一定距离的位置,作为Cube的目标位置
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// 可以根据需要调整这个距离
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Vector3 cameraPos = target - transform.forward * distance;
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targetPos = target;
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this.distance = distance;
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offset = new Vector3(0, 0, -distance);
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if (moveTime != -1)
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{
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transform.DOMove(cameraPos, moveTime);
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}
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else
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{
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transform.position = cameraPos;
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}
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}
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public void OnMouseEnterObj(GameObject obj)
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{
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TipItem tip = obj.GetComponent<TipItem>();
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if (tip != null)
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{
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tip.OnEnter();
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}
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}
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public void OnMouseExitObj(GameObject obj)
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{
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TipItem tip = obj.GetComponent<TipItem>();
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if (tip != null)
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{
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tip.OnExit();
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}
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}
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// 修改后的移动方法(统一处理输入源)
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private void MoveTarget(float mouseX = 0, float mouseY = 0)
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{
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// 自动判断输入源
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if (Mathf.Approximately(mouseX, 0) && Mathf.Approximately(mouseY, 0))
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{
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mouseX = Input.GetAxis("Mouse X") * moveSpeed;
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mouseY = Input.GetAxis("Mouse Y") * moveSpeed;
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}
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transform.Translate(new Vector3(-mouseX, -mouseY, 0));
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targetPos += new Vector3(-mouseX, -mouseY, 0);
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}
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// 缩放相机
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private void ZoomCamera(float scroll)
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{
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distance -= scroll * 5f; // 调整缩放速度
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distance = Mathf.Clamp(distance, distanceMin, distanceMax); // 限制距离范围
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offset = new Vector3(0, 0, -distance);
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UpdateCameraPosition();
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}
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// 修改RotateCamera方法
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private void RotateCamera()
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{
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// 优先使用触摸输入
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float deltaX = 0, deltaY = 0;
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// 触屏处理
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if (Input.touchCount == 1)
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{
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Touch touch = Input.GetTouch(0);
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deltaX = touch.deltaPosition.x;
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deltaY = touch.deltaPosition.y;
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}
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// 鼠标处理
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else
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{
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deltaX = Input.GetAxis("Mouse X") * 10; // 保持原有灵敏度
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deltaY = Input.GetAxis("Mouse Y") * 10;
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}
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// 应用DPI缩放(关键!)
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float dpiScale = Screen.dpi == 0 ? 1 : Screen.dpi / 160f;
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deltaX *= rotateSpeed * Time.deltaTime / dpiScale;
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deltaY *= rotateSpeed * Time.deltaTime / dpiScale;
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switch (type)
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{
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case RotationType.Orbit:
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yaw += deltaX;
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pitch -= deltaY;
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pitch = Mathf.Clamp(pitch, pitchMinMax.x, pitchMinMax.y);
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UpdateCameraPosition();
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break;
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case RotationType.Spherical:
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target.Rotate(Vector3.up, deltaX, Space.World);
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target.Rotate(Vector3.right, -deltaY, Space.Self);
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break;
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}
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}
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public void ChangeMode(RotationType type)
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{
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this.type = type;
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target.position = targetPosition;
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target.eulerAngles = targetRotate;
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ResetCamera(this.target);
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}
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// 更新相机位置和朝向
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private void UpdateCameraPosition(float moveTime = -1)
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{
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// 计算旋转后的偏移量
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Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
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Vector3 rotatedOffset = rotation * offset;
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// 更新相机位置
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if (moveTime != -1)
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{
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transform.DOMove(targetPos + rotatedOffset, moveTime).onUpdate = () =>
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// 相机始终朝向目标点
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transform.LookAt(targetPos);
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}
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else
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{
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transform.position = targetPos + rotatedOffset;
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// 相机始终朝向目标点
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transform.LookAt(targetPos);
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}
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}
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}
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