真的真的要下班啦啦啦啦
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19
Assets/Lock.cs
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19
Assets/Lock.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Lock : MonoBehaviour
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{
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// Start is called before the first frame update
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public GameObject gameObject;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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transform.LookAt(gameObject.transform.position);
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}
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}
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@ -5,16 +5,24 @@ using UnityEngine;
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public class CameraMove : MonoBehaviour
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{
|
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// 需要限制相机移动的四个点
|
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public Vector3 point1 = new Vector3(-50, 8.46761608f, -34.0390892f);
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public Vector3 point2 = new Vector3(10.9929647f, 35.5543365f, -87.5645142f);
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public Vector3 point3 = new Vector3(-19.9096718f, 50f, 54.729023f);
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public Vector3 point4 = new Vector3(-46.1738777f, 19.8833294f, 73.3463593f);
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public Vector3 point1 = new Vector3(-81.1299973f, 81.5f, -77.0500031f);
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public Vector3 point2 = new Vector3(-60.4000015f, 94f, -90.8000031f);
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public Vector3 point3 = new Vector3(-93.8499985f, 104.580002f, -26.5200005f);
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public Vector3 point4 = new Vector3(-95.9000015f, 92f, 6.80000019f);
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public float moveSpeed = 5f; // 相机移动的速度
|
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public float zoomSpeed = 2f; // 相机缩放的速度
|
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public float minZoom = 5f; // 最小缩放值
|
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public float maxZoom = 20f; // 最大缩放值
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private Vector3 lastMousePosition; // 上一次鼠标位置
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private Camera cam; // 摄像机组件
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void Start()
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{
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// 获取摄像机组件
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cam = GetComponent<Camera>();
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// 初始化鼠标位置
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lastMousePosition = Input.mousePosition;
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}
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@ -22,6 +30,7 @@ public class CameraMove : MonoBehaviour
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void Update()
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{
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HandleMouseMovement();
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HandleZoom();
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}
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// 处理鼠标点击移动摄像头
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@ -70,4 +79,21 @@ public class CameraMove : MonoBehaviour
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lastMousePosition = Input.mousePosition;
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}
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}
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// 处理鼠标滚轮缩放摄像头
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private void HandleZoom()
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{
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// 获取鼠标滚轮的输入
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float scrollInput = Input.GetAxis("Mouse ScrollWheel");
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// 根据滚轮输入调整相机的正交大小
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if (scrollInput != 0)
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{
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// 调整正交相机的大小
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cam.orthographicSize -= scrollInput * zoomSpeed;
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// 限制相机的缩放范围
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cam.orthographicSize = Mathf.Clamp(cam.orthographicSize, minZoom, maxZoom);
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}
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}
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}
|
Loading…
Reference in New Issue
Block a user