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

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@@ -39,6 +39,10 @@ public class AppCache
public static List<IconData> iconPointList04; public static List<IconData> iconPointList04;
//相机点位加速度震动监测 //相机点位加速度震动监测
public static List<Transform> iconCameraList04 = new List<Transform>(); public static List<Transform> iconCameraList04 = new List<Transform>();
public static List<IconData> iconPointList05;
//相机点位加速度震动监测
public static List<Transform> iconCameraList05 = new List<Transform>();
public static List<Vector3> areaPointList01 = new List<Vector3>(); public static List<Vector3> areaPointList01 = new List<Vector3>();
public static List<Vector3> areaPointList02 = new List<Vector3>(); public static List<Vector3> areaPointList02 = new List<Vector3>();

View File

@@ -188,24 +188,24 @@ public class CameraControl : MonoBehaviour
} }
//开启相机控制 //开启相机控制
public void StartCameraControl() // public void StartCameraControl()
{ // {
isCameraCtrl = true; // isCameraCtrl = true;
isClickUI = false; // isClickUI = false;
viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition); // viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition); // viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
startCameraPos = transform.position; // startCameraPos = transform.position;
startCameraEuler = transform.eulerAngles; // startCameraEuler = transform.eulerAngles;
targetCameraPos = transform.position; // targetCameraPos = transform.position;
targetCameraEuler = transform.eulerAngles; // targetCameraEuler = transform.eulerAngles;
} // }
//停止相机控制 // //停止相机控制
public void StopCameraControl() // public void StopCameraControl()
{ // {
isCameraCtrl = false; // isCameraCtrl = false;
} // }
//获取相机移动速度 //获取相机移动速度

View File

@@ -8,7 +8,6 @@ using UnityEngine.AI;
using System.Linq; using System.Linq;
public class CameraRover : ActionBase public class CameraRover : ActionBase
{ {
private CameraControl cameraCtr2;
private ControlMove cameraCtrl; private ControlMove cameraCtrl;
private Vector3 targetPos = Vector3.zero; //视角坐标 private Vector3 targetPos = Vector3.zero; //视角坐标
@@ -32,14 +31,19 @@ public class CameraRover : ActionBase
public LayerMask obstacleLayer; // 障碍物层 public LayerMask obstacleLayer; // 障碍物层
void Awake()
{
// 确保初始化方法被调用避免cameraCtrl为空
if (cameraCtrl == null)
{
Init();
}
}
public override void Init() public override void Init()
{ {
cameraCtr2 = GetComponent<CameraControl>();
cameraCtrl = GetComponent<ControlMove>(); cameraCtrl = GetComponent<ControlMove>();
Debug.Log(cameraCtrl);
currentAnim = ""; currentAnim = "";
isLookAt = false; isLookAt = false;
} }
@@ -83,12 +87,12 @@ public class CameraRover : ActionBase
void StartCameraCtrl() void StartCameraCtrl()
{ {
cameraCtr2.StartCameraControl(); cameraCtrl.StartCameraControl();
} }
void StopCameraCtrl() void StopCameraCtrl()
{ {
cameraCtr2.StopCameraControl(); cameraCtrl.StopCameraControl();
} }
public void SetTargetPosition(Vector3 position) public void SetTargetPosition(Vector3 position)
@@ -111,8 +115,8 @@ public class CameraRover : ActionBase
StopCameraCtrl(); StopCameraCtrl();
cameraCtrl.GetInScriptCore(); cameraCtrl.GetInScriptCore();
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
transform.DOMove(new Vector3(1828.729f, 158.0276f, 635.7281f), 2f); transform.DOMove(new Vector3(-84.34684f, 16.32042f, 21.03517f), 2f);
transform.DORotate(new Vector3(29.401f, -22.4f, 0f), 2f); transform.DORotate(new Vector3(12.927f, -178.316f, 0f), 2f);
yield return new WaitForSeconds(2f); yield return new WaitForSeconds(2f);
StartCameraCtrl(); StartCameraCtrl();
} }
@@ -205,6 +209,8 @@ public class CameraRover : ActionBase
flightTime = Mathf.Max(flightTime, 0.1f); flightTime = Mathf.Max(flightTime, 0.1f);
flightTime = Mathf.Min(flightTime, maxFlightTime); flightTime = Mathf.Min(flightTime, maxFlightTime);
RaycastHit hit; RaycastHit hit;
// 射线检测是否有障碍物 // 射线检测是否有障碍物
if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer)) if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer))

View File

@@ -1,37 +1,25 @@
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
public class ControlMove : MonoBehaviour public class ControlMove : MonoBehaviour
{ {
private float moveSpeed = 50f; // 右键平移速度 public float moveSpeed = 50f; // 右键平移速度
public float zoomSpeed = 10f; // 滚轮缩放速度
[Header("滚轮缩放速度系数")] // public ClickToFocus inScript; // 引用焦点脚本,提供 core
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
private Vector3 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")] private Camera cam;
public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度 private bool isRotating = false;
private Vector2 lastMousePos;
private Camera cam; // 主相机引用 private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f);
private bool isRotating = false; // 是否正在旋转标志 private Rigidbody rb;
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
[Header("初始旋转中心")] [Header("初始旋转中心")]
public Vector3 startinScript; // 初始焦点位置 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 private bool isCameraCtrl = true; // 相机是否可控制
//相机操作有效性判断 //相机操作有效性判断
@@ -45,144 +33,142 @@ public class ControlMove : MonoBehaviour
{ {
GetInScriptCore(); 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() 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 (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
if (EventSystem.current != null)
{ {
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)) isClickUI = EventSystem.current.IsPointerOverGameObject();
{ }
isClickUI = EventSystem.current.IsPointerOverGameObject(); if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
} {
if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2)) isClickUI = false;
{ }
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 —— float pitchDelta = delta.y * -1f;
if (Input.GetMouseButton(1))
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; transform.RotateAround(core, transform.right, pitchDelta);
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;
}
} }
// —— 滚轮缩放 —— }
float scroll = Input.GetAxis("Mouse ScrollWheel"); else if (selfPitch > 80f)
if (Mathf.Abs(scroll) > 0.001f) {
float pitchDelta = delta.y * -1f;
if (pitchDelta < 0f)
{ {
Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed; transform.RotateAround(core, transform.right, pitchDelta);
// 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 —— else if (selfPitch < 0f)
if (Input.GetMouseButtonDown(0)) {
float pitchDelta = delta.y * -1f;
if (pitchDelta > 0f)
{ {
isRotating = true; transform.RotateAround(core,transform.right, pitchDelta);
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);
}
}
} }
} }
} }
@@ -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 // 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; 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 // 如果检测到碰撞,返回 true
// Debug.Log("collider"); Debug.Log("collider");
return true; 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 // 如果在范围内,返回 false
return false; return false;
} }
else else
// Debug.Log("outRange"); Debug.Log("outRange");
return true; 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() public void GetInScriptCore()
{ {
inScript = startinScript; inScript = startinScript;
} }
public void GetInScriptCore(Vector3 position)
{
inScript = position;
}
public void StartCameraControl() public void StartCameraControl()
{ {

View File

@@ -49,37 +49,36 @@ public class SceneUtil : ActionBase
if (AppCache.iconPointList02 == null) AppCache.iconPointList02 = new List<IconData>(); if (AppCache.iconPointList02 == null) AppCache.iconPointList02 = new List<IconData>();
if (AppCache.iconPointList03 == null) AppCache.iconPointList03 = new List<IconData>(); if (AppCache.iconPointList03 == null) AppCache.iconPointList03 = new List<IconData>();
if (AppCache.iconPointList04 == null) AppCache.iconPointList04 = new List<IconData>(); if (AppCache.iconPointList04 == null) AppCache.iconPointList04 = new List<IconData>();
if (AppCache.iconPointList05 == null) AppCache.iconPointList05 = new List<IconData>();
// 初始化 GNSS 相关列表12个设备 // 初始化 GNSS 相关列表12个设备
InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01, InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01,
new string[] { "MS3P1474091067", "MS3P1474091121", "MS3P1474091071", "MS3P1474095003", "MS3P1474091068", "MS3P1474091157", "MS3P1474091039", "MS3P1474095149", "MS3P1474095150", "MS3P1474091234" }, new string[] { "ys_2026020450" },
new string[] { "GNSS-WY-01", "GNSS-WY-02", "GNSS-WY-03", "GNSS-WY-04", "GNSS-WY-05", "GNSS-WY-06", "GNSS-WY-07", "GNSS-WY-08", "GNSS-WY-09", "GNSS基准点" }, new string[] { "边坡-GNSS" },
new string[] { "", "", "", "", "","", "", "", "", "" }); new string[] { "" });
// 初始化环境量监测相关列表1个设备 // 初始化环境量监测相关列表1个设备
InitializeIconAndCameraLists("水位监测", "水位监测视角", AppCache.iconPointList02, AppCache.iconCameraList02, InitializeIconAndCameraLists("测斜仪监测", "测斜仪监测视角", AppCache.iconPointList02, AppCache.iconCameraList02,
new string[] { "1032406744" }, new string[] { "ys_2026020452" },
new string[] { "凤凰水库水位监测" }, new string[] { "固定测斜仪" },
new string[] { "FF29" }); new string[] { "" });
// 初始化测缝针监测相关列表9个设备 // 初始化测缝针监测相关列表9个设备
InitializeIconAndCameraLists("雨量监测", "雨量监测视角", AppCache.iconPointList03, AppCache.iconCameraList03, InitializeIconAndCameraLists("雨量监测", "雨量监测视角", AppCache.iconPointList03, AppCache.iconCameraList03,
new string[] { "1032406744" }, new string[] { "ys_2026020454" },
new string[] { "凤凰水库雨量" }, new string[] { "雨量" },
new string[] { "22" }); new string[] { "" });
// 初始化加速度振动监测相关列表6个设备 // 初始化加速度振动监测相关列表6个设备
InitializeIconAndCameraLists("渗压计监测", "渗压计监测视角", AppCache.iconPointList04, AppCache.iconCameraList04, InitializeIconAndCameraLists("渗压计监测", "渗压计监测视角", AppCache.iconPointList04, AppCache.iconCameraList04,
new string[] { "1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744", new string[] { "ys_2026020453" },
"1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", new string[] { "渗压计" },
"1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744", "1032406744", "1032406744" }, new string[] { ""});
new string[] { "主坝断面CY1-1", "主坝断面CY1-2","主坝断面CY1-3", "主坝断面CY1-4","主坝断面CY1-5", "主坝断面CY2-1","主坝断面CY2-2", "主坝断面CY2-3","主坝断面CY2-4", "主坝断面CY2-5", InitializeIconAndCameraLists("位移监测", "位移监测视角", AppCache.iconPointList05, AppCache.iconCameraList05,
"主坝断面CY3-1", "主坝断面CY3-2","主坝断面CY3-3", "主坝断面CY3-4","主坝断面CY3-5", "主坝断面CY4-1","主坝断面CY4-2", "主坝断面CY4-3","主坝断面CY4-4", "主坝断面CY4-5", new string[] { "ys_2026020451" },
"主坝断面CY5-1", "主坝断面CY5-2","主坝断面CY5-3", "主坝断面CY5-4","主坝断面CY5-5" , "副坝断面CY6-1","副坝断面CY6-2", "副坝断面CY6-3","主坝东量水堰", "主坝西量水堰", "副涵管量水堰", "梯形量水堰" }, new string[] { "位移计" },
new string[] { "FF01", "FF02","FF03","FF04","FF05","FF06", "FF07","FF08","FF09","FF10", new string[] { ""});
"FF11", "FF12","FF13","FF14","FF15","FF16", "FF17","FF18","FF19","FF20",
"FF21", "FF22","FF23","FF24","FF25","FF26", "FF27","FF28","FF32", "FF31", "FF30", "FF33"});
gameObject.SetActive(true); gameObject.SetActive(true);
} }

View File

@@ -4,17 +4,20 @@ using UnityEngine;
public class ClickToFocus : MonoBehaviour public class ClickToFocus : MonoBehaviour
{ {
//[Tooltip("相机在目标物体位置的偏移量")] public Vector3 cameraOffset = new Vector3(5f, 10f, 0f); //[Tooltip("相机在目标物体位置的偏移量")] public Vector3 cameraOffset = new Vector3(5f, 10f, 0f);
private Dictionary<string, Vector3> targetObjectAndPosition = new Dictionary<string, Vector3>();//尝试使用字典数据类型来定义每一个物体自己对应的观察点位置 private Dictionary<string, Vector3> targetObjectAndPosition = new Dictionary<string, Vector3>();//尝试使用字典数据类型来定义每一个物体自己对应的观察点位置
[Tooltip("平滑过渡所用时间(秒)")] public float transitionDuration = 1.0f; [Tooltip("平滑过渡所用时间(秒)")] public float transitionDuration = 1.0f;
[Header("双击设置")] [Header("双击设置")]
[Tooltip("双击间隔时间阈值(秒)")] public float doubleClickInterval = 0.3f; [Tooltip("双击间隔时间阈值(秒)")] public float doubleClickInterval = 0.3f;
private float lastClickTime = 0f; private float lastClickTime = 0f;
private bool waitingSecondClick = false; private bool waitingSecondClick = false;
private Camera mainCamera; private Camera mainCamera;
private ControlMove cameraCtrl;
public Vector3 core = new Vector3(-90f, 7.2f, -19.9f); public Vector3 core = new Vector3(-90f, 7.2f, -19.9f);
//public GameObject lastObj; //public GameObject lastObj;
@@ -23,10 +26,15 @@ public class ClickToFocus : MonoBehaviour
private void Awake() private void Awake()
{ {
core = new Vector3(-90f, 7.2f, -19.9f); core = new Vector3(-90f, 7.2f, -19.9f);
// 确保初始化方法被调用避免cameraCtrl为空
if (cameraCtrl == null)
{
cameraCtrl = GetComponent<ControlMove>();
}
} }
void Start() void Start()
{ {
mainCamera = Camera.main;//主相机的那个Camera组件跳转到的观测点 mainCamera = Camera.main;//主相机的那个Camera组件跳转到的观测点
targetObjectAndPosition.Add("sb_cexieyi001", new Vector3(-72.4f, 7.2f, -19.9f)); targetObjectAndPosition.Add("sb_cexieyi001", new Vector3(-72.4f, 7.2f, -19.9f));
targetObjectAndPosition.Add("sb_cexieyi003", new Vector3(-90f, 7.2f, -19.9f)); targetObjectAndPosition.Add("sb_cexieyi003", new Vector3(-90f, 7.2f, -19.9f));
targetObjectAndPosition.Add("sb_cexieyi005", new Vector3(-145.5f, 7.2f, -19.9f)); targetObjectAndPosition.Add("sb_cexieyi005", new Vector3(-145.5f, 7.2f, -19.9f));
@@ -88,20 +96,21 @@ public class ClickToFocus : MonoBehaviour
private void HandleClick() private void HandleClick()
{ {
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity) && hit.collider.CompareTag("Target"))//这里有点小问题应该给被打中的物体加一个标签不然正常物体也会影响core if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity) && hit.collider.CompareTag("Target"))//这里有点小问题应该给被打中的物体加一个标签不然正常物体也会影响core
{ {
//出一个hit //出一个hit
foreach (KeyValuePair<string, Vector3> pair in targetObjectAndPosition) foreach (KeyValuePair<string, Vector3> pair in targetObjectAndPosition)
{ {
if (hit.transform.gameObject.name == pair.Key) if (hit.transform.gameObject.name == pair.Key)
{ {
Vector3 targetPos = pair.Value; Vector3 targetPos = pair.Value;
StartCoroutine(MoveCamera(mainCamera, targetPos, transitionDuration, hit.transform)); StartCoroutine(MoveCamera(mainCamera, targetPos, transitionDuration, hit.transform));
} }
} }
core = hit.transform.position; core = hit.transform.position;
//中间夹着的代码为提供红色高亮显示的功能,和双击跳转是分开的 //中间夹着的代码为提供红色高亮显示的功能,和双击跳转是分开的
//if (lastObj == null) //if (lastObj == null)
//{ //{
// currentObj = hit.collider.GetComponent<Transform>().gameObject; // currentObj = hit.collider.GetComponent<Transform>().gameObject;
@@ -116,8 +125,8 @@ public class ClickToFocus : MonoBehaviour
//} //}
// lastObj = currentObj; // lastObj = currentObj;
//中间夹着的代码为提供红色高亮显示的功能,和双击跳转是分开的 //中间夹着的代码为提供红色高亮显示的功能,和双击跳转是分开的
} }
@@ -126,19 +135,20 @@ public class ClickToFocus : MonoBehaviour
private IEnumerator MoveCamera(Camera cam, Vector3 targetPos, float duration, Transform focusTarget) private IEnumerator MoveCamera(Camera cam, Vector3 targetPos, float duration, Transform focusTarget)
{ {
Vector3 startPos = cam.transform.position; Vector3 startPos = transform.position;
cameraCtrl.GetInScriptCore(targetPos);
float elapsed = 0f; float elapsed = 0f;
while (elapsed < duration) while (elapsed < duration)
{ {
float t = Mathf.Lerp(0f, 1f, elapsed / duration); float t = Mathf.Lerp(0f, 1f, elapsed / duration);
cam.transform.position = Vector3.Lerp(startPos, targetPos, t); transform.position = Vector3.Lerp(startPos, targetPos, t);
if (focusTarget != null) if (focusTarget != null)
cam.transform.LookAt(focusTarget); transform.LookAt(focusTarget);
elapsed += Time.deltaTime; elapsed += Time.deltaTime;
yield return null; yield return null;
} }
cam.transform.position = targetPos; transform.position = targetPos;
if (focusTarget != null) if (focusTarget != null)
cam.transform.LookAt(focusTarget); transform.LookAt(focusTarget);
} }
} }

View File

@@ -1,13 +1,14 @@
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems;
public class ControlMoveWithCollider : MonoBehaviour public class ControlMoveWithCollider : MonoBehaviour
{ {
public float moveSpeed = 50f; // 右键平移速度 public float moveSpeed = 50f; // 右键平移速度
public float zoomSpeed = 10f; // 滚轮缩放速度 public float zoomSpeed = 10f; // 滚轮缩放速度
public ClickToFocus inScript; // 引用焦点脚本,提供 core public 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 rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
//public float minPitch = -8f; // 最低俯仰角 //public float minPitch = -8f; // 最低俯仰角
//public float maxPitch = 80f; // 最高俯仰角 //public float maxPitch = 80f; // 最高俯仰角
private Camera cam; private Camera cam;
private bool isRotating = false; private bool isRotating = false;
@@ -15,51 +16,68 @@ public class ControlMoveWithCollider : MonoBehaviour
private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f); private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f);
private Rigidbody rb; private Rigidbody rb;
private bool isCameraCtrl = true; // 相机是否可控制
//相机操作有效性判断
private bool isClickUI = false;
void Start() void Start()
{ {
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
cam = Camera.main; cam = Camera.main;
Vector3 core = inScript.core; Vector3 core = inScript.core;
if (inScript == null) if (inScript == null)
Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript"); Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript");
} }
void Update() void Update()
{ {
//if (SliderDragDetector.isSliderDragging) if (!isCameraCtrl) return;
// return;
if (inScript == null) return; if (inScript == null) return;
//操作有效性判断
if (EventSystem.current != null)
{
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;
}
}
if (isClickUI) return;
Vector3 core = inScript.core; Vector3 core = inScript.core;
// —— 右键平移 —— // —— 右键平移 ——
if (Input.GetMouseButton(1)) 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 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 mx = Input.GetAxis("Mouse X");
float my = Input.GetAxis("Mouse Y"); float my = Input.GetAxis("Mouse Y");
Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime; Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime;
// 判断是否与障碍物发生碰撞 // 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition)) if (!WillCollideWithObstacle(desiredPosition))
{ {
cam.transform.position = desiredPosition; cam.transform.position = desiredPosition;
} }
} }
// —— 滚轮缩放 —— // —— 滚轮缩放 ——
float scroll = Input.GetAxis("Mouse ScrollWheel"); float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f) if (Mathf.Abs(scroll) > 0.001f)
{ {
Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed; Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed;
// 判断是否与障碍物发生碰撞 // 判断是否与障碍物发生碰撞
if (!WillCollideWithObstacle(desiredPosition)) if (!WillCollideWithObstacle(desiredPosition))
{ {
cam.transform.position = desiredPosition; cam.transform.position = desiredPosition;
} }
} }
// —— 左键开始/结束旋转 —— // —— 左键开始/结束旋转 ——
if (Input.GetMouseButtonDown(0)) if (Input.GetMouseButtonDown(0))
{ {
isRotating = true; isRotating = true;
@@ -70,7 +88,7 @@ public class ControlMoveWithCollider : MonoBehaviour
isRotating = false; isRotating = false;
} }
// —— 左键拖拽RotateAround 实现 + 俯仰限制 —— // —— 左键拖拽RotateAround 实现 + 俯仰限制 ——
if (isRotating && Input.GetMouseButton(0)) if (isRotating && Input.GetMouseButton(0))
{ {
Vector2 curr = Input.mousePosition; Vector2 curr = Input.mousePosition;
@@ -80,7 +98,7 @@ public class ControlMoveWithCollider : MonoBehaviour
/* /*
*/ */
// 1. 水平绕世界 Y 轴旋转 // 1. 水平绕世界 Y 轴旋转
//Vector3 desiredPosition = cam.transform.position; //Vector3 desiredPosition = cam.transform.position;
//cam.transform.RotateAround(core, Vector3.up, delta.x); //cam.transform.RotateAround(core, Vector3.up, delta.x);
@@ -90,19 +108,19 @@ public class ControlMoveWithCollider : MonoBehaviour
Vector3 newPosHorizonal = core + newLocalPosHorizonal; Vector3 newPosHorizonal = core + newLocalPosHorizonal;
// 检查旋转后是否发生碰撞 // 检查旋转后是否发生碰撞
if (!WillCollideWithObstacle(newPosHorizonal)) if (!WillCollideWithObstacle(newPosHorizonal))
{ {
// 如果没有碰撞,执行旋转 // 如果没有碰撞,执行旋转
cam.transform.RotateAround(core, Vector3.up, delta.x); cam.transform.RotateAround(core, Vector3.up, delta.x);
} }
else else
{ {
// 如果碰撞了,就不动 // 如果碰撞了,就不动
} }
// 2. 俯仰旋转 // 2. 俯仰旋转
Vector3 dir = (cam.transform.position - core).normalized; Vector3 dir = (cam.transform.position - core).normalized;
Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized; Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
float selfFlatX = cam.transform.forward.x; float selfFlatX = cam.transform.forward.x;
@@ -147,29 +165,45 @@ public class ControlMoveWithCollider : MonoBehaviour
} }
} }
// 碰撞检测方法 // 碰撞检测方法
bool WillCollideWithObstacle(Vector3 targetPosition) bool WillCollideWithObstacle(Vector3 targetPosition)
{ {
// 计算从当前位置到目标位置的方向和距离 // 计算从当前位置到目标位置的方向和距离
Vector3 moveDir = targetPosition - cam.transform.position; Vector3 moveDir = targetPosition - cam.transform.position;
float moveDist = moveDir.magnitude; float moveDist = moveDir.magnitude;
// 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞 // 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; RaycastHit hit;
if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide) ) if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
{ {
// 如果检测到碰撞,返回 true // 如果检测到碰撞,返回 true
Debug.Log("collider"); Debug.Log("collider");
return true; return true;
} }
else if ( Mathf.Pow(targetPosition.x+120f, 2f)+ Mathf.Pow(targetPosition.z , 2f)<10000f && targetPosition.y<80f) 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 // 如果在范围内,返回 false
return false; return false;
} }
else else
Debug.Log("outRange"); Debug.Log("outRange");
return true;//这个true是为了有返回值实际上走不到这一步 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.core = position;
}
public void StartCameraControl()
{
isCameraCtrl = true;
isClickUI = false;
}
//停止相机控制
public void StopCameraControl()
{
isCameraCtrl = false;
}
} }

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