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149
meng_yao/Assets/communal/camera/CameraControl.cs
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149
meng_yao/Assets/communal/camera/CameraControl.cs
Normal file
@ -0,0 +1,149 @@
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using UnityEngine;
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[RequireComponent(typeof(Camera))]
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//
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public class CameraControl : MonoBehaviour
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{
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/// </summary>
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{
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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}
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if (m_fingerDown)
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{
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HandleFingerDragMove(Input.mousePosition);
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}
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var distance = Input.GetAxis("Mouse ScrollWheel");
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HandleMouseScrollWheel(distance * 10);
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#else
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if (2 == Input.touchCount)
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{
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// 双指缩放
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HandleTwoFingerScale();
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}
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else if (1 == Input.touchCount)
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{
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if (TouchPhase.Began == Input.touches[0].phase)
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{
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}
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m_twoFingerLastDistance = -1;
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}
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else
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{
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m_fingerDown = false;
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m_twoFingerLastDistance = -1;
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}
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#endif
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}
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/// <summary>
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/// 单指滑动
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/// </summary>
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private void HandleFingerDragMove(Vector2 fingerPos)
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{
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//滑动差
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Vector3 cha = m_oneFingerDragStartPos - GetWorldPos(fingerPos);
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Vector3 newP = m_cam.transform.position;
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newP.x = newP.x + cha.x;
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if (newP.x > 17) { newP.x = 17; }
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if (newP.x < -10) { newP.x = -10; }
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}
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/// <summary>
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||||
/// 双指缩放
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||||
/// </summary>
|
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private void HandleTwoFingerScale()
|
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{
|
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float distance = Vector2.Distance(Input.touches[0].position, Input.touches[1].position);
|
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if (-1 == m_twoFingerLastDistance) m_twoFingerLastDistance = distance;
|
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// 与上一帧比较变化
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float scale = 0.1f * (distance - m_twoFingerLastDistance);
|
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ScaleCamere(scale);
|
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m_twoFingerLastDistance = distance;
|
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}
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/// <summary>
|
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/// 鼠标滚轮缩放
|
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/// </summary>
|
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/// <param name="distance"></param>
|
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private void HandleMouseScrollWheel(float distance)
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{
|
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if (0 == distance) return;
|
||||
ScaleCamere(distance);
|
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}
|
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/// <summary>
|
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/// 缩放摄像机的视口
|
||||
/// </summary>
|
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/// <param name="scale"></param>
|
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private void ScaleCamere(float scale)
|
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{
|
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m_cam.orthographicSize -= scale * 0.1f;
|
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if (m_cam.orthographicSize < cameraMinSize)
|
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{
|
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m_cam.orthographicSize = cameraMinSize;
|
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|
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|
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m_cam.orthographicSize = cameraMaxSize;
|
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}
|
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}
|
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/// <summary>
|
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/// 屏幕坐标换算成3D坐标
|
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/// </summary>
|
||||
/// <param name="screenPos">屏幕坐标</param>
|
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/// <returns></returns>
|
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Vector3 GetWorldPos(Vector2 screenPos)
|
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{
|
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return m_cam.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, 0));
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@ -51,9 +51,9 @@ TextureImporter:
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@ -95,7 +95,7 @@ TextureImporter:
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@ -6,7 +6,7 @@ TextureImporter:
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@ -51,9 +51,9 @@ TextureImporter:
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@ -95,7 +95,7 @@ TextureImporter:
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@ -6,7 +6,7 @@ TextureImporter:
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@ -51,9 +51,9 @@ TextureImporter:
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@ -95,7 +95,7 @@ TextureImporter:
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@ -6,7 +6,7 @@ TextureImporter:
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@ -51,9 +51,9 @@ TextureImporter:
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@ -51,9 +51,9 @@ TextureImporter:
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|
Loading…
Reference in New Issue
Block a user