主要的功能就是楼层拆解,打开楼层后,镜头拉进
using UnityEngine;
public class CameraTargetMove : MonoBehaviour
{
public Transform target;
public Vector3 pivotOffset = Vector3.zero;
public float distance = 117.0f;
public float minDistance = 2f;
public float maxDistance = 150f;
public float zoomSpeed = 1f;
public float xSpeed = 250.0f;
public float ySpeed = 250.0f;
public bool allowYTilt = true;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
private float x = 0.0f;
private float y = 0.0f;
private float targetX = 0f;
private float targetY = 0f;
public float targetDistance = 117f;
public bool userControlEnabled = false; // 用户控制开关
private bool isFirstFrame = true;
private void Start()
{
var angles = transform.eulerAngles;
targetX = x = angles.x;
targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit);
targetDistance = distance;
userControlEnabled = true;
}
private void LateUpdate()
{
if (!target) return;
if (userControlEnabled) {
var scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0.0f) targetDistance -= zoomSpeed;
else if (scroll < 0.0f)
targetDistance += zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
// if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))))
if (Input.GetMouseButton(0))
{
targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
if (allowYTilt)
{
targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
targetY = ClampAngle(targetY, yMinLimit, yMaxLimit);
}
}
x = targetX;
y = targetY;
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = targetDistance;
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position + pivotOffset;
transform.rotation = rotation;
transform.position = position;
}
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360) angle += 360;
if (angle > 360) angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
Camera.main.transform.LookAt(new Vector3(0.1f, 97f, -8.7f));