风速风向动画

This commit is contained in:
XuGaoFeng
2026-03-03 17:05:39 +08:00
parent 21ebd4c951
commit 2bc83901db
38 changed files with 3568 additions and 1741 deletions

File diff suppressed because it is too large Load Diff

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@@ -2,12 +2,13 @@ using UnityEngine;
public class ControlMoveWithCollider : MonoBehaviour
{
public float moveSpeed = 50f; // 相机平移速度
public float zoomSpeed = 10f; // 相机缩放速度
public ClickToFocus inScript; // 点击聚焦的脚本,提供核心逻辑
public float rotationSensitivity = 0.2f; // 鼠标控制旋转灵敏度
//public float minPitch = -8f; // 最俯仰角度(向下旋转的极限)
//public float maxPitch = 80f; // 最俯仰角度(向上旋转的极限)
public float moveSpeed = 50f; // 右键平移速度
public float zoomSpeed = 10f; // 滚轮缩放速度
public ClickToFocus inScript; // 引用焦点脚本,提供 core
public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
//public float minPitch = -8f; // 最俯仰角
//public float maxPitch = 80f; // 最俯仰角
private Camera cam;
private bool isRotating = false;
private Vector2 lastMousePos;
@@ -20,7 +21,7 @@ public class ControlMoveWithCollider : MonoBehaviour
cam = Camera.main;
Vector3 core = inScript.core;
if (inScript == null)
Debug.LogError("<EFBFBD><EFBFBD><EFBFBD><EFBFBD> Inspector <EFBFBD>аѹ<EFBFBD><EFBFBD><EFBFBD> ClickToFocus <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> inScript");
Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript");
}
void Update()
@@ -30,35 +31,35 @@ public class ControlMoveWithCollider : MonoBehaviour
if (inScript == null) return;
Vector3 core = inScript.core;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҽ<EFBFBD>ƽ<EFBFBD><C6BD> <20><><EFBFBD><EFBFBD>
// —— 右键平移 ——
if (Input.GetMouseButton(1))
{
moveSpeed = Vector3.Distance(core, transform.position) / 2f;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>غ<EFBFBD>ʵ<EFBFBD>ʿռ<EFBFBD><EFBFBD>׵Ĺ<EFBFBD>ϵת<EFBFBD><EFBFBD>
moveSpeed = Vector3.Distance(core, transform.position) / 2f;//这里涉及到像素和实际空间米的关系转换
float mx = Input.GetAxis("Mouse X");
float my = Input.GetAxis("Mouse Y");
Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime;
// <EFBFBD>ж<EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
cam.transform.position = desiredPosition;
}
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// —— 滚轮缩放 ——
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f)
{
Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed;
// <EFBFBD>ж<EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
cam.transform.position = desiredPosition;
}
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ʼ/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת <20><><EFBFBD><EFBFBD>
// —— 左键开始/结束旋转 ——
if (Input.GetMouseButtonDown(0))
{
isRotating = true;
@@ -69,7 +70,7 @@ public class ControlMoveWithCollider : MonoBehaviour
isRotating = false;
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ק<EFBFBD><D7A7>RotateAround ʵ<><CAB5> + <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// —— 左键拖拽RotateAround 实现 + 俯仰限制 ——
if (isRotating && Input.GetMouseButton(0))
{
Vector2 curr = Input.mousePosition;
@@ -79,7 +80,7 @@ public class ControlMoveWithCollider : MonoBehaviour
/*
*/
// 1. ˮƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Y <20><><EFBFBD><EFBFBD>ת
// 1. 水平绕世界 Y 轴旋转
//Vector3 desiredPosition = cam.transform.position;
//cam.transform.RotateAround(core, Vector3.up, delta.x);
@@ -89,19 +90,19 @@ public class ControlMoveWithCollider : MonoBehaviour
Vector3 newPosHorizonal = core + newLocalPosHorizonal;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
// 检查旋转后是否发生碰撞
if (!WillCollideWithObstacle(newPosHorizonal))
{
// <EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
// 如果没有碰撞,执行旋转
cam.transform.RotateAround(core, Vector3.up, delta.x);
}
else
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>ˣ<EFBFBD><EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD>
// 如果碰撞了,就不动
}
// 2. <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
// 2. 俯仰旋转
Vector3 dir = (cam.transform.position - core).normalized;
Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
float selfFlatX = cam.transform.forward.x;
@@ -146,29 +147,29 @@ public class ControlMoveWithCollider : MonoBehaviour
}
}
// <EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// 碰撞检测方法
bool WillCollideWithObstacle(Vector3 targetPosition)
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>ǰλ<EFBFBD>õ<EFBFBD>Ŀ<EFBFBD><EFBFBD>λ<EFBFBD>õķ<EFBFBD><EFBFBD><EFBFBD>;<EFBFBD><EFBFBD><EFBFBD>
// 计算从当前位置到目标位置的方向和距离
Vector3 moveDir = targetPosition - cam.transform.position;
float moveDist = moveDir.magnitude;
// ʹ<EFBFBD><EFBFBD> SphereCast <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
// 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞
RaycastHit hit;
if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide) )
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
// 如果检测到碰撞,返回 true
Debug.Log("collider");
return true;
}
else if ( Mathf.Pow(targetPosition.x+120f, 2f)+ Mathf.Pow(targetPosition.z , 2f)<10000f && targetPosition.y<80f)
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڷ<EFBFBD>Χ<EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false
// 如果在范围内,返回 false
return false;
}
else
Debug.Log("outRange");
return true;//<EFBFBD><EFBFBD><EFBFBD>true<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD>з<EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߲<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>
return true;//这个true是为了有返回值,实际上走不到这一步
}
}

8
Assets/TutorialInfo.meta Normal file
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@@ -0,0 +1,242 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
}
[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
{
get { return m_HeadingStyle; }
}
[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
{
get { return m_BodyStyle; }
}
[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject
{
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
{
public string heading, text, linkText, url;
}
}

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