相机控制旋转动画
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@ -1,29 +1,140 @@
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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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using System.Threading.Tasks;
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|
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public class CameraSmoothMove : MonoBehaviour
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{
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public Transform target; // 相机围绕的目标(建筑物)
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public Vector3 offset = new Vector3(0f, 2f, -5f); // 相机初始偏移量
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private float orbitSpeed = 0.5f; // 绕目标旋转的速度(度/秒)
|
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public float smoothSpeed = 0.125f; // 平滑移动的速度
|
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public float minDistance = 2f; // 最小距离
|
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public float maxDistance = 15f; // 最大距离
|
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public float scrollSpeed = 2f; // 鼠标滚轮控制距离的速度
|
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|
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public Transform startPoint; // 起始点
|
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public Transform endPoint; // 终点
|
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public float duration = 5f; // 移动所需的时间(秒)
|
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private bool isOrbiting = true; // 是否正在绕建筑物旋转
|
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private float orbitDuration = 10f; // 绕建筑物转一圈所需的时间
|
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private Vector3 fixedPosition; // 相机停留的固定位置
|
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private Quaternion fixedRotation; // 相机停留时的旋转
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private float currentDistance; // 当前与目标的距离
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private Transform mainCameraTransform; // Main Camera 的位置和旋转
|
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private float elapsedTime = 0f; // 记录已经过去的时间
|
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|
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void Update()
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private void Start()
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{
|
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// 确保起始点和终点存在
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if (startPoint != null && endPoint != null)
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if (target == null)
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{
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// 更新经过的时间
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elapsedTime += Time.deltaTime;
|
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Debug.LogError("目标建筑物未设置!");
|
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return;
|
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}
|
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|
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// 计算摄像机的位置:根据时间比例计算当前位置
|
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float t = Mathf.Clamp01(elapsedTime / duration);
|
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// 获取 Main Camera 的 Transform
|
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mainCameraTransform = Camera.main.transform;
|
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|
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// 使用 Lerp 平滑过渡摄像机的位置
|
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transform.position = Vector3.Lerp(startPoint.position, endPoint.position, t);
|
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// 设置初始距离
|
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currentDistance = -offset.z;
|
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|
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// 计算旋转结束时相机应该停留的位置和旋转
|
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fixedPosition = mainCameraTransform.position;
|
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fixedRotation = mainCameraTransform.rotation;
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if (isOrbiting)
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{
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StartOrbit();
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}
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}
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private void Update()
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{
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// 响应鼠标滚轮输入,控制与目标的距离
|
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float scrollInput = Input.GetAxis("Mouse ScrollWheel");
|
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currentDistance -= scrollInput * scrollSpeed; // 增加或减少距离
|
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currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
|
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}
|
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|
||||
// 启动围绕建筑物旋转
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public async void StartOrbit()
|
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{
|
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isOrbiting = true;
|
||||
await OrbitAsync();
|
||||
StopOrbit();
|
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}
|
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|
||||
// 停止围绕建筑物旋转,平滑过渡到 Main Camera 的位置和旋转
|
||||
public async void StopOrbit()
|
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{
|
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isOrbiting = false;
|
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|
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// 获取 Main Camera 的最新位置和旋转
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fixedPosition = mainCameraTransform.position;
|
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fixedRotation = mainCameraTransform.rotation;
|
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|
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await MoveToFixedPositionAsync();
|
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}
|
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|
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// 异步方法:通过 async 实现绕建筑物平滑旋转一圈
|
||||
private async Task OrbitAsync()
|
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{
|
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float elapsedTime = 0f;
|
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|
||||
while (elapsedTime < orbitDuration)
|
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{
|
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if (!isOrbiting) break; // 提前退出
|
||||
|
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elapsedTime += Time.deltaTime;
|
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|
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// 计算旋转角度
|
||||
float angle = Mathf.Lerp(0, 360f, elapsedTime / orbitDuration);
|
||||
Vector3 offsetPosition = new Vector3(
|
||||
Mathf.Cos(Mathf.Deg2Rad * angle) * currentDistance,
|
||||
offset.y,
|
||||
Mathf.Sin(Mathf.Deg2Rad * angle) * currentDistance
|
||||
);
|
||||
|
||||
// 更新相机位置
|
||||
transform.position = target.position + offsetPosition;
|
||||
transform.LookAt(target); // 保持相机面向目标
|
||||
|
||||
await Task.Yield(); // 等待下一帧
|
||||
}
|
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}
|
||||
|
||||
// 异步方法:平滑过渡到 Main Camera 的位置和旋转
|
||||
private async Task MoveToFixedPositionAsync()
|
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{
|
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float elapsedTime = 0f;
|
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Vector3 startPosition = transform.position;
|
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Quaternion startRotation = transform.rotation;
|
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|
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while (elapsedTime < 1f)
|
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{
|
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elapsedTime += Time.deltaTime * smoothSpeed;
|
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|
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// 平滑地插值相机位置和旋转
|
||||
transform.position = Vector3.Lerp(startPosition, fixedPosition, elapsedTime);
|
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transform.rotation = Quaternion.Lerp(startRotation, fixedRotation, elapsedTime);
|
||||
|
||||
await Task.Yield(); // 等待下一帧
|
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}
|
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|
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// 确保最终位置和旋转与 Main Camera 对齐
|
||||
transform.position = fixedPosition;
|
||||
transform.rotation = fixedRotation;
|
||||
|
||||
// 隐藏相机
|
||||
HideCamera();
|
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}
|
||||
|
||||
// 隐藏相机的方法
|
||||
private void HideCamera()
|
||||
{
|
||||
// 方法 1:禁用 Camera 组件
|
||||
GetComponent<Camera>().enabled = false;
|
||||
|
||||
// 方法 2:禁用整个 GameObject
|
||||
// gameObject.SetActive(false);
|
||||
|
||||
Debug.Log("相机已隐藏");
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user