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zhangjiajia
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/************************************************************
Copyright (C), 2007-2017,BJ Rainier Tech. Co., Ltd.
FileName: FirstViewControl.cs
Author:汪海波 Version :1.0 Date:
Description:
************************************************************/
using UnityEngine;
using System.Collections;
using System;
using DG.Tweening;
public class FirstViewControl : MonoBehaviour
{
public enum FirstViewControlState
{
noUse,//不使用
playerControl,//第一人称控制
playerAnim,//第一人动画
}
public Transform characterTrans, camTrans;
/// <summary> /// 单例公开属性 /// </summary>
public static FirstViewControl instance { set { } get { return _instance; } }
private static FirstViewControl _instance;
void Awake()
{
_instance = this;
}
void Start()
{
if (characterTrans == null)
characterTrans = this.gameObject.transform;
if (camTrans == null)
camTrans = this.gameObject.transform.Find("Main Camera").transform;
IniQuaternion();
}
// Update is called once per frame
void Update()
{
JueSeKongZhi();
}
public FirstViewControlState playerState = FirstViewControlState.playerControl;
[HideInInspector]
public bool isCanSimpleMove = true, isCanRotate = true, isCanUpDown = true, isCanScrollView = true;
[HideInInspector]
public bool isTextInput;
void JueSeKongZhi()
{
if (playerState == FirstViewControlState.playerControl)
{
if (isCanSimpleMove && !isTextInput)
SimpleMove();
if (isCanRotate)
RotateCamera();
if (isCanUpDown)
CamUpDown();
if (isCanScrollView)
CamViewScale();
}
}
#region
[Header("人物移动")]
Vector3 movedir;
public float moveSpeed = 0.1f;
[Header("是否添加重力效果")]
public bool Isvelocity = false;
/// <summary>
/// 人物移动
/// </summary>
public void SimpleMove()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
if (h != 0 || v != 0)
{
float va = camTrans.gameObject.GetComponent<Camera>().fieldOfView;
movedir = transform.TransformDirection(new Vector3(h, 0, v).normalized * moveSpeed * va * Time.deltaTime);
characterTrans.GetComponent<CharacterController>().Move(movedir);
if (Isvelocity)
{
//有重力的效果
var velocity = GetComponent<CharacterController>().velocity;
var currentMovementOffset = velocity * Time.deltaTime;
var pushDownOffset = Mathf.Max(GetComponent<CharacterController>().stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
currentMovementOffset = (-1) * pushDownOffset * Vector3.up;
characterTrans.GetComponent<CharacterController>().Move(currentMovementOffset);
}
}
}
#endregion
#region
[Header("相机旋转")]
private float XSensitivity = 3f;
private float YSensitivity = 3f;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool clampVerticalRotation = true;
private bool smooth = true;
private float smoothTime = 5f;
public void IniQuaternion()
{
m_CharacterTargetRot = characterTrans.localRotation;
m_CameraTargetRot = camTrans.localRotation;
}
/// <summary>
/// 相机旋转
/// </summary>
public void RotateCamera()
{
if (Input.GetMouseButton(0))
{
float yRot = Input.GetAxis("Mouse X") * XSensitivity;
float xRot = Input.GetAxis("Mouse Y") * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
if (smooth)
{
characterTrans.localRotation = Quaternion.Slerp(characterTrans.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camTrans.localRotation = Quaternion.Slerp(camTrans.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
characterTrans.localRotation = m_CharacterTargetRot;
camTrans.localRotation = m_CameraTargetRot;
}
}
if (Input.GetMouseButtonUp(0))
{
if (smooth)
{
m_CharacterTargetRot = characterTrans.localRotation;
m_CameraTargetRot = camTrans.localRotation;
}
}
}
private float MinimumX = -60F;
private float MaximumX = 60F;
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
#endregion
#region
[Header("相机上下移动")]
private int dirNum = 0;//判断中建按下停止不动时 是向下还是向上移动
private float camUpDownSpeed = 0.8f;//相机上下速度
private float shangXia;
public float camHeightMax = 0.5f;//相机最高高度
public float camHeightMin = -0.5f;//相机最低高度
/// <summary>
/// 相机上下移动
/// </summary>
public void CamUpDown()
{
if (Input.GetMouseButton(2))//?м?????
{
shangXia = shangXia + 0.5f * Input.GetAxis("Mouse Y");
shangXia = Mathf.Clamp(shangXia, -5.3f, 5.3f);
camTrans.localPosition = new Vector3(camTrans.localPosition.x, Mathf.Clamp(camTrans.localPosition.y, camHeightMin, camHeightMax), camTrans.localPosition.z);
camTrans.Translate(0, shangXia * 0.01f, 0,Space.World);
}
else if (Input.GetMouseButtonUp(2))
{
shangXia = 0;
}
}
#endregion
#region view值变化
//[Header("相机视角值变化")]
private float camViewSpeed = -50;//相机view变化速度
public void CamViewScale()
{
float h = Input.GetAxis("Mouse ScrollWheel");
if (h != 0)
{
float value = Mathf.Clamp(camTrans.GetComponent<Camera>().fieldOfView + camViewSpeed * h, 20, 60);
DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, value, 0.2f).SetEase(Ease.Linear);
camUpDownSpeed = (camTrans.GetComponent<Camera>().fieldOfView - 20) * 0.7f / 40 + 0.05f;
}
}
#endregion
//摄像机动画
public void MoveToDestination(Vector3 pos, Vector3 ros, Vector3 cameraRos, float hight, float delay, float time, float View = 60)
{
playerState = FirstViewControlState.playerAnim;
if (camTrans.GetComponent<Camera>().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent<Camera>().fieldOfView - View) > 5)
{
DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, 60, 1f).SetDelay(delay).SetEase(Ease.InOutQuad);
delay += 1;
}
characterTrans.DOLocalMove(pos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
characterTrans.DOLocalRotate(ros, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
camTrans.GetComponent<Camera>().transform.DOLocalRotate(cameraRos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad);
camTrans.transform.DOLocalMoveY(hight, time).SetDelay(delay).SetEase(Ease.InOutQuad);
DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, View, time).SetRelative(false).SetDelay(delay).SetEase(Ease.Linear).OnComplete(() =>
{
if (smooth)
IniQuaternion();
playerState = FirstViewControlState.playerControl;
});
}
public Tweener MoveToDestination(Vector3 playerPos, Vector3 playerRot, Vector3 camPos, Vector3 _camRot, float time, float detime, float fieldvalue)
{
playerState = FirstViewControlState.playerAnim;
//CommandManager.instance.ExecuteCommand(this, false, "playermove", playerPos, playerRot, camPos, _camRot, time, detime, fieldvalue);
if (camTrans.GetComponent<Camera>().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent<Camera>().fieldOfView - fieldvalue) > 5)
{
DOTween.To(() => camTrans.GetComponent<Camera>().fieldOfView, x => camTrans.GetComponent<Camera>().fieldOfView = x, 60, 1f).SetDelay(detime).SetEase(Ease.InOutQuad);
detime += 1;
}
Tweener t = default(Tweener);
this.transform.DOLocalMove(playerPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
this.transform.DOLocalRotate(playerRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
Camera.main.transform.DOLocalMove(camPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
t = Camera.main.transform.DOLocalRotate(_camRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
Tweener tt = DOTween.To(() => Camera.main.fieldOfView, x => Camera.main.fieldOfView = x, fieldvalue, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad);
if (smooth)
{
t.OnComplete(() =>
IniQuaternion());
playerState = FirstViewControlState.playerControl;
}
return tt;
}
public void StopMoveToDestination()
{
//停止摄像机动画,重置参数
}
}

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