141 lines
4.1 KiB
C#
141 lines
4.1 KiB
C#
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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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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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 void Start()
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{
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if (target == null)
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{
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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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// 获取 Main Camera 的 Transform
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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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// 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;
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await OrbitAsync();
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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
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public async void StopOrbit()
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{
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isOrbiting = false;
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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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await MoveToFixedPositionAsync();
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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
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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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// 计算旋转角度
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float angle = Mathf.Lerp(0, 360f, elapsedTime / orbitDuration);
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Vector3 offsetPosition = new Vector3(
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Mathf.Cos(Mathf.Deg2Rad * angle) * currentDistance,
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offset.y,
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Mathf.Sin(Mathf.Deg2Rad * angle) * currentDistance
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);
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// 更新相机位置
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transform.position = target.position + offsetPosition;
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transform.LookAt(target); // 保持相机面向目标
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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:平滑过渡到 Main Camera 的位置和旋转
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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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while (elapsedTime < 1f)
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{
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elapsedTime += Time.deltaTime * smoothSpeed;
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// 平滑地插值相机位置和旋转
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transform.position = Vector3.Lerp(startPosition, fixedPosition, elapsedTime);
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transform.rotation = Quaternion.Lerp(startRotation, fixedRotation, elapsedTime);
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await Task.Yield(); // 等待下一帧
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}
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// 确保最终位置和旋转与 Main Camera 对齐
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transform.position = fixedPosition;
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transform.rotation = fixedRotation;
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// 隐藏相机
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HideCamera();
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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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