using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Threading.Tasks; public class CameraSmoothMove : MonoBehaviour { public Transform target; // 相机围绕的目标(建筑物) public Vector3 offset = new Vector3(0f, 2f, -5f); // 相机初始偏移量 private float orbitSpeed = 1f; // 绕目标旋转的速度(度/秒) public float smoothSpeed = 1f; // 平滑移动的速度 public float minDistance = 70f; // 最小距离 public float maxDistance = 80f; // 最大距离 public float scrollSpeed = 2f; // 鼠标滚轮控制距离的速度 private bool isOrbiting = true; // 是否正在绕建筑物旋转 private float orbitDuration = 7f; // 绕建筑物转一圈所需的时间 private Vector3 fixedPosition; // 相机停留的固定位置 private Quaternion fixedRotation; // 相机停留时的旋转 private float currentDistance; // 当前与目标的距离 private Transform mainCameraTransform; // Main Camera 的位置和旋转 // 俯瞰视角的位置和旋转 public Vector3 overlookPosition = new Vector3(0f, 70f, 90f); // 俯瞰视角的初始位置 public Quaternion overlookRotation = Quaternion.Euler(90f, 0f, 0f); // 俯瞰视角的旋转 public GameObject Canvas; private void Start() { if (target == null) { Debug.LogError("目标建筑物未设置!"); return; } // 获取 Main Camera 的 Transform mainCameraTransform = Camera.main.transform; // 设置初始距离 currentDistance = 20f; // 初始俯瞰距离 // 计算旋转结束时相机应该停留的位置和旋转 fixedPosition = mainCameraTransform.position; fixedRotation = mainCameraTransform.rotation; Canvas.gameObject.SetActive(false); // 开始整个流程 StartCameraSequence(); } private void Update() { // 响应鼠标滚轮输入,控制俯瞰视角与目标的距离 if (!isOrbiting) { float scrollInput = Input.GetAxis("Mouse ScrollWheel"); currentDistance -= scrollInput * scrollSpeed; // 增加或减少距离 currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance); // 更新俯瞰视角的位置 overlookPosition = target.position + new Vector3(0f, currentDistance, 0f); } } // 开始相机控制流程 public async void StartCameraSequence() { // 1. 从当前视角移动到俯瞰视角 await MoveToOverlookPointAsync(); // 2. 从俯瞰视角移动到环绕开始点 await MoveToOrbitStartPointAsync(); // 3. 环绕目标 StartOrbit(); } // 启动围绕建筑物旋转 public async void StartOrbit() { isOrbiting = true; await OrbitAsync(); StopOrbit(); } // 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() { isOrbiting = false; // 获取 Main Camera 的最新位置和旋转 fixedPosition = mainCameraTransform.position; fixedRotation = mainCameraTransform.rotation; await MoveToFixedPositionAsync(); } // 异步方法:通过 async 实现绕建筑物平滑旋转一圈 private async Task OrbitAsync() { float elapsedTime = 0f; while (elapsedTime < orbitDuration) { if (!isOrbiting) break; // 提前退出 elapsedTime += Time.deltaTime; // 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 } } // 异步方法:平滑过渡到 Main Camera 的位置和旋转 private async Task MoveToFixedPositionAsync() { float elapsedTime = 0f; Vector3 startPosition = transform.position; Quaternion startRotation = transform.rotation; while (elapsedTime < 1f) { elapsedTime += Time.deltaTime * smoothSpeed; // 平滑地插值相机位置和旋转 transform.position = Vector3.Lerp(startPosition, fixedPosition, elapsedTime); transform.rotation = Quaternion.Lerp(startRotation, fixedRotation, elapsedTime); await Task.Yield(); // 等待下一帧 } // 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(); } // 异步方法:从俯瞰视角移动到环绕开始点 private async Task MoveToOrbitStartPointAsync() { float elapsedTime = 0f; Vector3 startPosition = transform.position; Quaternion startRotation = transform.rotation; Vector3 orbitStartPosition = target.position + offset; while (elapsedTime < 1f) { elapsedTime += Time.deltaTime * smoothSpeed; // 平滑地插值到环绕起始点 transform.position = Vector3.Lerp(startPosition, orbitStartPosition, elapsedTime); transform.rotation = Quaternion.Lerp(startRotation, Quaternion.LookRotation(target.position - orbitStartPosition), elapsedTime); await Task.Yield(); // 等待下一帧 } } // 异步方法:从当前视角移动到俯瞰视角 private async Task MoveToOverlookPointAsync() { float elapsedTime = 0f; Vector3 startPosition = transform.position; Quaternion startRotation = transform.rotation; while (elapsedTime < 1f) // 调整平滑过渡的持续时间 { elapsedTime += Time.deltaTime * smoothSpeed; // 从当前位置平滑移动到俯瞰位置 transform.position = Vector3.Lerp(startPosition, overlookPosition, elapsedTime); transform.rotation = Quaternion.Lerp(startRotation, overlookRotation, elapsedTime); await Task.Yield(); // 等待下一帧 } // 确保到达俯瞰视角位置 transform.position = overlookPosition; transform.rotation = overlookRotation; } // 隐藏相机的方法 private void HideCamera() { // 方法 1:禁用 Camera 组件 GetComponent().enabled = false; Canvas.gameObject.SetActive(true); Debug.Log("相机已隐藏"); } }