207 lines
6.3 KiB
C#
207 lines
6.3 KiB
C#
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<Camera>().enabled = false;
|
||
Canvas.gameObject.SetActive(true);
|
||
Debug.Log("相机已隐藏");
|
||
}
|
||
}
|
||
|