fix:代码提交

This commit is contained in:
zhangjiajia
2026-03-04 13:59:31 +08:00
parent 2bc83901db
commit 68e2c39343
107 changed files with 19985 additions and 519 deletions

View File

@@ -1,37 +1,25 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.EventSystems;
public class ControlMove : MonoBehaviour
{
private float moveSpeed = 50f; // 右键平移速度
[Header("滚轮缩放速度系数")]
public float zoomSpeed = 10f; // 滚轮缩放速度
[Header("相机与水库中心的最大距离")]
public float maxDistance = 600f; // 最大缩放距离
[Header("相机的最大高度限制")]
public float maxHeight = 220f; // 最大高度限制
[Header("右键平移速度衰减系数")]
public float rightClickPanSpeed = 100f; // 右键平移速度除数
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
private Vector3 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; // 最低俯仰角
//public float maxPitch = 80f; // 最高俯仰角
[Header("左键拖拽旋转灵敏度系数")]
public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
private Camera cam; // 主相机引用
private bool isRotating = false; // 是否正在旋转标志
private Vector2 lastMousePos; // 上次鼠标位置(用于旋转计算)
[Header("初始距离中心")]
public Vector3 reservoirCenter; // 水库中心坐标
private Camera cam;
private bool isRotating = false;
private Vector2 lastMousePos;
private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f);
private Rigidbody rb;
[Header("初始旋转中心")]
public Vector3 startinScript; // 初始焦点位置
private Rigidbody rb; // 刚体组件(如需要物理模拟)
private bool isCameraCtrl = true; // 相机是否可控制
//相机操作有效性判断
@@ -45,144 +33,142 @@ public class ControlMove : MonoBehaviour
{
GetInScriptCore();
}
// Vector3 core = inScript.core;
// if (inScript == null)
// Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript");
}
void Update()
{
if (isCameraCtrl)
if (!isCameraCtrl) return;
if (inScript == null) return;
//操作有效性判断
if (EventSystem.current != null)
{
//操作有效性判断
if (EventSystem.current != null)
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
{
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
{
isClickUI = EventSystem.current.IsPointerOverGameObject();
}
if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
{
isClickUI = false;
}
isClickUI = EventSystem.current.IsPointerOverGameObject();
}
if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
{
isClickUI = false;
}
}
if (isClickUI) return;
// Vector3 core = inScript.core;
Vector3 core = inScript;
// —— 右键平移 ——
if (Input.GetMouseButton(1))
{
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 = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed * Time.deltaTime;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
transform.position = desiredPosition;
}
}
// —— 滚轮缩放 ——
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f)
{
Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
transform.position = desiredPosition;
}
}
// —— 左键开始/结束旋转 ——
if (Input.GetMouseButtonDown(0))
{
isRotating = true;
lastMousePos = Input.mousePosition;
}
if (Input.GetMouseButtonUp(0))
{
isRotating = false;
}
// —— 左键拖拽RotateAround 实现 + 俯仰限制 ——
if (isRotating && Input.GetMouseButton(0))
{
Vector2 curr = Input.mousePosition;
Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
lastMousePos = curr;
/*
*/
// 1. 水平绕世界 Y 轴旋转
//Vector3 desiredPosition = cam.transform.position;
//cam.transform.RotateAround(core, Vector3.up, delta.x);
Vector3 localPosHorizonal = transform.position - core;
Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
Vector3 newPosHorizonal = core + newLocalPosHorizonal;
// 检查旋转后是否发生碰撞
if (!WillCollideWithObstacle(newPosHorizonal))
{
// 如果没有碰撞,执行旋转
transform.RotateAround(core, Vector3.up, delta.x);
}
else
{
// 如果碰撞了,就不动
}
if (!isClickUI)
// 2. 俯仰旋转
Vector3 dir = (transform.position - core).normalized;
Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
float selfFlatX = transform.forward.x;
float selfFlatZ = transform.forward.z;
Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
if (selfPitch <= 80f && selfPitch >= 0f)
{
Vector3 core = inScript;
// —— 右键平移 ——
if (Input.GetMouseButton(1))
float pitchDelta = delta.y * -1f;
Vector3 localPosVertical = transform.position - core;
Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
Vector3 newPosVertical = core + rotationVertical * localPosVertical;
if (!WillCollideWithObstacle(newPosVertical))
{
moveSpeed = Vector3.Distance(core, transform.position) / 2f;
float mx = Input.GetAxis("Mouse X");
float my = Input.GetAxis("Mouse Y");
// Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed * Time.deltaTime;
Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed / rightClickPanSpeed;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
// transform.position = Vector3.Lerp(transform.position, desiredPosition, moveSpeed * Time.deltaTime);
transform.position = desiredPosition;
}
transform.RotateAround(core, transform.right, pitchDelta);
}
// —— 滚轮缩放 ——
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f)
}
else if (selfPitch > 80f)
{
float pitchDelta = delta.y * -1f;
if (pitchDelta < 0f)
{
Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
// 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition))
{
transform.position = desiredPosition;
}
transform.RotateAround(core, transform.right, pitchDelta);
}
// —— 左键开始/结束旋转 ——
if (Input.GetMouseButtonDown(0))
}
else if (selfPitch < 0f)
{
float pitchDelta = delta.y * -1f;
if (pitchDelta > 0f)
{
isRotating = true;
lastMousePos = Input.mousePosition;
}
if (Input.GetMouseButtonUp(0))
{
isRotating = false;
}
// —— 左键拖拽RotateAround 实现 + 俯仰限制 ——
if (isRotating && Input.GetMouseButton(0))
{
Vector2 curr = Input.mousePosition;
Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
lastMousePos = curr;
/*
*/
// 1. 水平绕世界 Y 轴旋转
//Vector3 desiredPosition = transform.position;
//transform.RotateAround(core, Vector3.up, delta.x);
Vector3 localPosHorizonal = transform.position - core;
Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
Vector3 newPosHorizonal = core + newLocalPosHorizonal;
// 检查旋转后是否发生碰撞
if (!WillCollideWithObstacle(newPosHorizonal))
{
// 如果没有碰撞,执行旋转
transform.RotateAround(core, Vector3.up, delta.x);
}
else
{
// 如果碰撞了,撤销旋转,恢复到原来的位置
}
// 2. 俯仰旋转
Vector3 dir = (transform.position - core).normalized;
Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
float selfFlatX = transform.forward.x;
float selfFlatZ = transform.forward.z;
Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
if (selfPitch <= 80f && selfPitch >= 0f)
{
float pitchDelta = delta.y * -1f;
Vector3 localPosVertical = transform.position - core;
Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
Vector3 newPosVertical = core + rotationVertical * localPosVertical;
if (!WillCollideWithObstacle(newPosVertical))
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
else if (selfPitch > 80f)
{
float pitchDelta = delta.y * -1f;
if (pitchDelta < 0f)
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
else if (selfPitch < 0f)
{
float pitchDelta = delta.y * -1f;
if (pitchDelta > 0f)
{
transform.RotateAround(core, transform.right, pitchDelta);
}
}
transform.RotateAround(core,transform.right, pitchDelta);
}
}
}
@@ -197,31 +183,31 @@ public class ControlMove : MonoBehaviour
// 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(transform.position, 0.5f, moveDir.normalized, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
if (Physics.SphereCast(transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
{
// 如果检测到碰撞,返回 true
// Debug.Log("collider");
Debug.Log("collider");
return true;
}
else if (Vector3.Distance(targetPosition, reservoirCenter) < maxDistance && targetPosition.y < maxHeight)
else if (Mathf.Pow(targetPosition.x + 120f, 2f) + Mathf.Pow(targetPosition.z, 2f) < 10000f && targetPosition.y < 80f)
{
// 如果在范围内,返回 false
return false;
}
else
// Debug.Log("outRange");
return true;
Debug.Log("outRange");
return true;//这个true是为了有返回值实际上走不到这一步
}
public void GetInScriptCore(Vector3 position)
{
inScript = position;
}
public void GetInScriptCore()
{
inScript = startinScript;
}
public void GetInScriptCore(Vector3 position)
{
inScript = position;
}
public void StartCameraControl()
{
@@ -234,4 +220,4 @@ public class ControlMove : MonoBehaviour
{
isCameraCtrl = false;
}
}
}