using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/********************************************************************************
*Create By CG
*Function
*********************************************************************************/
namespace ZXK.UTility
{
public class CameraControl : MonoBehaviour
{
#region 相机状态
///
/// 相机状态
///
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t,Transform camera)
{
camera.eulerAngles = new Vector3(pitch, yaw, roll);
}
}
#endregion
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings 移动设置")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指数增强因子,可通过鼠标滚轮控制。")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 将相机位置插值到目标位置99%所需的时间。"), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings 旋转设定")]
[Tooltip("X = Change in mouse position. 改变鼠标位置。\nY = Multiplicative factor for camera rotation. 相机旋转的乘性因子。")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相机旋转99%到目标所需的时间。"), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否将鼠标输入的Y轴反转为旋转。")]
public bool invertY = false;
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
void Update()
{
// Rotation 旋转
if (Input.GetMouseButton(1))
{
var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
//// Speed up movement when shift key held 按住shift键时加速移动
//if (Input.GetKey(KeyCode.LeftShift))
//{
// //原速度*10为按下Shift后的速度
// translation *= 10.0f;
//}
// Framerate-independent interpolation 帧率无关插值
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 计算lerp的数量,这样我们就可以在指定的时间内到达目标的99%
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform,transform.GetComponentInChildren().transform);
}
}
}