相机移动的调整
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@ -25502,6 +25502,52 @@ Transform:
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orbitSpeed: 2
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smoothSpeed: 0.125
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minDistance: 80
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maxDistance: 80
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scrollSpeed: 2
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overlookPosition: {x: 0, y: 50, z: 0}
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@ -8,18 +8,22 @@ public class CameraSmoothMove : MonoBehaviour
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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 smoothSpeed = 0.5f; // 平滑移动的速度
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public float minDistance = 70f; // 最小距离
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public float maxDistance = 80f; // 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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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 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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// 俯瞰视角的位置和旋转
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public Vector3 overlookPosition = new Vector3(0f, 70f, 90f); // 俯瞰视角的初始位置
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public Quaternion overlookRotation = Quaternion.Euler(90f, 0f, 0f); // 俯瞰视角的旋转
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private void Start()
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{
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if (target == null)
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@ -32,24 +36,41 @@ public class CameraSmoothMove : MonoBehaviour
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mainCameraTransform = Camera.main.transform;
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// 设置初始距离
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currentDistance = -offset.z;
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currentDistance = 20f; // 初始俯瞰距离
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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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// 开始整个流程
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StartCameraSequence();
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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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// 响应鼠标滚轮输入,控制俯瞰视角与目标的距离
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if (!isOrbiting)
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{
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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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// 更新俯瞰视角的位置
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overlookPosition = target.position + new Vector3(0f, currentDistance, 0f);
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}
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}
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// 开始相机控制流程
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public async void StartCameraSequence()
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{
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// 1. 从当前视角移动到俯瞰视角
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await MoveToOverlookPointAsync();
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// 2. 从俯瞰视角移动到环绕开始点
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await MoveToOrbitStartPointAsync();
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// 3. 环绕目标
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StartOrbit();
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}
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// 启动围绕建筑物旋转
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@ -125,15 +146,55 @@ public class CameraSmoothMove : MonoBehaviour
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HideCamera();
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}
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// 异步方法:从俯瞰视角移动到环绕开始点
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private async Task MoveToOrbitStartPointAsync()
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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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Vector3 orbitStartPosition = target.position + offset;
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while (elapsedTime < 1f)
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{
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elapsedTime += Time.deltaTime * smoothSpeed;
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// 平滑地插值到环绕起始点
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transform.position = Vector3.Lerp(startPosition, orbitStartPosition, elapsedTime);
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transform.rotation = Quaternion.Lerp(startRotation, Quaternion.LookRotation(target.position - orbitStartPosition), elapsedTime);
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await Task.Yield(); // 等待下一帧
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}
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}
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// 异步方法:从当前视角移动到俯瞰视角
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private async Task MoveToOverlookPointAsync()
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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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while (elapsedTime < 1f) // 调整平滑过渡的持续时间
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{
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elapsedTime += Time.deltaTime * smoothSpeed;
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// 从当前位置平滑移动到俯瞰位置
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transform.position = Vector3.Lerp(startPosition, overlookPosition, elapsedTime);
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transform.rotation = Quaternion.Lerp(startRotation, overlookRotation, elapsedTime);
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await Task.Yield(); // 等待下一帧
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}
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// 确保到达俯瞰视角位置
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transform.position = overlookPosition;
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transform.rotation = overlookRotation;
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}
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// 隐藏相机的方法
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private void HideCamera()
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{
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// 方法 1:禁用 Camera 组件
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GetComponent<Camera>().enabled = false;
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// 方法 2:禁用整个 GameObject
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// gameObject.SetActive(false);
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Debug.Log("相机已隐藏");
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}
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}
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