fix:代码提交
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174
Assets/Scripts/ControlMoveWithCollider.cs
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174
Assets/Scripts/ControlMoveWithCollider.cs
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using UnityEngine;
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public class ControlMoveWithCollider : MonoBehaviour
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{
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public float moveSpeed = 50f; // 相机平移速度
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public float zoomSpeed = 10f; // 相机缩放速度
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public ClickToFocus inScript; // 点击聚焦的脚本,提供核心逻辑
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public float rotationSensitivity = 0.2f; // 鼠标控制旋转的灵敏度
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//public float minPitch = -8f; // 最小俯仰角度(向下旋转的极限)
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//public float maxPitch = 80f; // 最大俯仰角度(向上旋转的极限)
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private Camera cam;
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private bool isRotating = false;
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private Vector2 lastMousePos;
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private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f);
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private Rigidbody rb;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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cam = Camera.main;
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Vector3 core = inScript.core;
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if (inScript == null)
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Debug.LogError("<22><><EFBFBD><EFBFBD> Inspector <20>аѹ<D0B0><D1B9><EFBFBD> ClickToFocus <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> inScript");
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}
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void Update()
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{
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//if (SliderDragDetector.isSliderDragging)
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// return;
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if (inScript == null) return;
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Vector3 core = inScript.core;
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// <20><><EFBFBD><EFBFBD> <20>Ҽ<EFBFBD>ƽ<EFBFBD><C6BD> <20><><EFBFBD><EFBFBD>
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if (Input.GetMouseButton(1))
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{
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moveSpeed = Vector3.Distance(core, transform.position) / 2f;//<2F><><EFBFBD><EFBFBD><EFBFBD>漰<EFBFBD><E6BCB0><EFBFBD><EFBFBD><EFBFBD>غ<EFBFBD>ʵ<EFBFBD>ʿռ<CABF><D5BC>Ĺ<D7B5>ϵת<CFB5><D7AA>
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float mx = Input.GetAxis("Mouse X");
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float my = Input.GetAxis("Mouse Y");
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Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime;
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// <20>ж<EFBFBD><D0B6>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ϰ<EFBFBD><CFB0><EFBFBD><EFB7A2><EFBFBD><EFBFBD>ײ
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if (!WillCollideWithObstacle(desiredPosition))
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{
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cam.transform.position = desiredPosition;
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}
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (Mathf.Abs(scroll) > 0.001f)
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{
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Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed;
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// <20>ж<EFBFBD><D0B6>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ϰ<EFBFBD><CFB0><EFBFBD><EFB7A2><EFBFBD><EFBFBD>ײ
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if (!WillCollideWithObstacle(desiredPosition))
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{
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cam.transform.position = desiredPosition;
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}
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ʼ/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת <20><><EFBFBD><EFBFBD>
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if (Input.GetMouseButtonDown(0))
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{
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isRotating = true;
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lastMousePos = Input.mousePosition;
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}
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if (Input.GetMouseButtonUp(0))
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{
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isRotating = false;
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}
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// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ק<EFBFBD><D7A7>RotateAround ʵ<><CAB5> + <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if (isRotating && Input.GetMouseButton(0))
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{
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Vector2 curr = Input.mousePosition;
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Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
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lastMousePos = curr;
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/*
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*/
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// 1. ˮƽ<CBAE><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Y <20><><EFBFBD><EFBFBD>ת
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//Vector3 desiredPosition = cam.transform.position;
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//cam.transform.RotateAround(core, Vector3.up, delta.x);
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Vector3 localPosHorizonal = cam.transform.position - core;
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Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
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Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
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Vector3 newPosHorizonal = core + newLocalPosHorizonal;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ײ
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if (!WillCollideWithObstacle(newPosHorizonal))
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{
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD>ת
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cam.transform.RotateAround(core, Vector3.up, delta.x);
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}
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else
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>ˣ<EFBFBD><CBA3>Ͳ<EFBFBD><CDB2><EFBFBD>
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}
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// 2. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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Vector3 dir = (cam.transform.position - core).normalized;
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Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
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float selfFlatX = cam.transform.forward.x;
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float selfFlatZ = cam.transform.forward.z;
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Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
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float selfPitch = Vector3.SignedAngle(selfFlat, cam.transform.forward, cam.transform.right);
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if (selfPitch <= 80f && selfPitch >= 0f)
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{
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float pitchDelta = delta.y * -1f;
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Vector3 localPosVertical = cam.transform.position - core;
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Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, cam.transform.right);
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Vector3 newPosVertical = core + rotationVertical * localPosVertical;
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if (!WillCollideWithObstacle(newPosVertical))
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{
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cam.transform.RotateAround(core, cam.transform.right, pitchDelta);
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}
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}
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else if (selfPitch > 80f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta < 0f)
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{
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cam.transform.RotateAround(core, cam.transform.right, pitchDelta);
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}
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}
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else if (selfPitch < 0f)
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{
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float pitchDelta = delta.y * -1f;
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if (pitchDelta > 0f)
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{
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cam.transform.RotateAround(core, cam.transform.right, pitchDelta);
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}
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}
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}
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}
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// <20><>ײ<EFBFBD><D7B2>ⷽ<EFBFBD><E2B7BD>
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bool WillCollideWithObstacle(Vector3 targetPosition)
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{
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// <20><><EFBFBD><EFBFBD>ӵ<EFBFBD>ǰλ<C7B0>õ<EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD>õķ<C3B5><C4B7><EFBFBD>;<EFBFBD><CDBE><EFBFBD>
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Vector3 moveDir = targetPosition - cam.transform.position;
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float moveDist = moveDir.magnitude;
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// ʹ<><CAB9> SphereCast <20><>鼴<EFBFBD><E9BCB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><CFB0><EFBFBD><EFB7A2><EFBFBD><EFBFBD>ײ
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RaycastHit hit;
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if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide) )
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E2B5BD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
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Debug.Log("collider");
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return true;
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}
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else if ( Mathf.Pow(targetPosition.x+120f, 2f)+ Mathf.Pow(targetPosition.z , 2f)<10000f && targetPosition.y<80f)
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{
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// <20><><EFBFBD><EFBFBD>ڷ<EFBFBD>Χ<EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD><EFBFBD> false
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return false;
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}
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else
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Debug.Log("outRange");
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return true;//<2F><><EFBFBD>true<75><65>Ϊ<EFBFBD><CEAA><EFBFBD>з<EFBFBD><D0B7><EFBFBD>ֵ<EFBFBD><D6B5>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD>߲<EFBFBD><DFB2><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>
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}
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}
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