using UnityEngine; using UnityEngine.EventSystems; public class ControlMoving : MonoBehaviour { public float moveSpeed = 50f; // 右键平移速度 public float zoomSpeed = 10f; // 滚轮缩放速度 public DoubleClickToFocus doubleClickToFocusScript; // 引用焦点脚本,提供 core public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度 private Camera cam; private bool isRotating = false; private Vector2 lastMousePos; void Start() { cam = Camera.main; Vector3 core = doubleClickToFocusScript.core; if (doubleClickToFocusScript == null) Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript"); } void Update() { //if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) //{ // return; // 直接 return,你下面所有相机逻辑都不执行 //} //if (SliderDragDetector.isSliderDragging) // return; //if (doubleClickToFocusScript == null) return; Vector3 core = doubleClickToFocusScript.core; // —— 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 = 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 if (!WillCollideWithObstacle(desiredPosition)) { cam.transform.position = desiredPosition; } } // —— 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; // 判断是否与障碍物发生碰撞 if (!WillCollideWithObstacle(desiredPosition)) { cam.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 = cam.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 cam.transform.RotateAround(core, Vector3.up, delta.x); } else { // 如果碰撞了,就不动 } // 2. 俯仰旋转 //Vector3 dir = (cam.transform.position - core).normalized; //Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized; //相机看的方向是正 z 方向。也是 forward 的方向。 float selfFlatX = cam.transform.forward.x; float selfFlatZ = cam.transform.forward.z; Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;//把相机看的方向。在世界空间留下水平(X Z)。垂直量(Y)去掉。 //第一个参数和第二个参数绕着第三个参数(绕着 right 旋转),取值在-180~180 //cam.transform.right永远是垂直着你所看到的方向的,所以它垂直着你的这个selfFlat和cam.transform.forward //这么做是为了得到你的相机,抬头或者是低头度数是多少 //既然是从平面开始,终点是上或下,原则上应该遵循顺时针为正,逆时针为负。 float selfPitch = Vector3.SignedAngle(selfFlat, cam.transform.forward, cam.transform.right);//俯视为正,仰视为负,cam.transform.right这玩意是旋转轴, if (selfPitch <= 80f && selfPitch >= -80f) { float pitchDelta = delta.y * -1f; Vector3 localPosVertical = cam.transform.position - core; Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, cam.transform.right);//构造出cam.transform.right绕着旋转pitchDelta的旋转值 Vector3 newPosVertical = core + rotationVertical * localPosVertical;//rotationVertical * localPosVertical这个量是旋转中心指向新位置的向量。 //某个物体的 rotation 等于一个四元数,这是一种用法,还有就是用四元素来相乘,qA * qB = 先旋转 qB,再旋转 qA //我这里是用四元素乘一个向量,是把这个向量按照四元素的内容来旋转,可以想象把cam.transform.right平移到旋转中心,他肯定很永远和地面平行,并且和localPosVertical垂直。 //给localPosVertical这个向量按照rotationVertical旋转 // 判断是否与障碍物发生碰撞 //整体思路是先手动判断RotateAround的落脚点是否碰撞,然后再使用 if (!WillCollideWithObstacle(newPosVertical)) { cam.transform.RotateAround(core, cam.transform.right, pitchDelta); } } else if (selfPitch > 80f) { float pitchDelta = delta.y * -1f; if (pitchDelta < 0f) { cam.transform.RotateAround(core, cam.transform.right, pitchDelta); } } else if (selfPitch < -80f) { float pitchDelta = delta.y * -1f; if (pitchDelta > 0f) { cam.transform.RotateAround(core, cam.transform.right, pitchDelta); } } } } // 碰撞检测方法 bool WillCollideWithObstacle(Vector3 targetPosition) { // 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; // 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, 0.08f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Ignore)) { // 如果检测到碰撞,返回 true Debug.Log("collider"); return true; } else if (Mathf.Pow(targetPosition.x + 50f, 2f) + Mathf.Pow(targetPosition.z + 30f, 2f) < 60000f && targetPosition.y < 80f) { // 如果在范围内,返回 false return false; } else Debug.Log("outRange"); return true;//这个true是为了有返回值,实际上走不到这一步 } }