111 lines
4.6 KiB
C#
111 lines
4.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/********************************************************************************
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*Create By CG
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*Function
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*********************************************************************************/
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namespace ZXK.UTility
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{
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public class CameraControl : MonoBehaviour
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{
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#region 相机状态
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/// <summary>
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/// 相机状态
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/// </summary>
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class CameraState
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{
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public float yaw;
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public float pitch;
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public float roll;
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public float x;
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public float y;
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public float z;
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public void SetFromTransform(Transform t)
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{
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pitch = t.eulerAngles.x;
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yaw = t.eulerAngles.y;
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roll = t.eulerAngles.z;
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x = t.position.x;
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y = t.position.y;
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z = t.position.z;
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}
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public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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{
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yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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x = Mathf.Lerp(x, target.x, positionLerpPct);
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y = Mathf.Lerp(y, target.y, positionLerpPct);
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z = Mathf.Lerp(z, target.z, positionLerpPct);
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}
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public void UpdateTransform(Transform t,Transform camera)
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{
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camera.eulerAngles = new Vector3(pitch, yaw, roll);
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}
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}
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#endregion
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CameraState m_TargetCameraState = new CameraState();
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CameraState m_InterpolatingCameraState = new CameraState();
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[Header("Movement Settings 移动设置")]
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[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。")]
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public float boost = 3.5f;
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[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)]
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public float positionLerpTime = 0.2f;
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[Header("Rotation Settings 旋转设定")]
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[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。")]
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public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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[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)]
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public float rotationLerpTime = 0.01f;
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[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。")]
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public bool invertY = false;
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void OnEnable()
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{
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m_TargetCameraState.SetFromTransform(transform);
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m_InterpolatingCameraState.SetFromTransform(transform);
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}
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void Update()
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{
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// Rotation 旋转
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if (Input.GetMouseButton(1))
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{
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var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
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var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
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m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
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m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
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}
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//// Speed up movement when shift key held 按住shift键时加速移动
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//if (Input.GetKey(KeyCode.LeftShift))
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//{
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// //原速度*10为按下Shift后的速度
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// translation *= 10.0f;
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//}
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// Framerate-independent interpolation 帧率无关插值
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// 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%
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var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
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var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
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m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
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m_InterpolatingCameraState.UpdateTransform(transform,transform.GetComponentInChildren<Camera>().transform);
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}
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}
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}
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