NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Camera/CameraController.cs

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2024-01-15 15:38:20 +08:00
using Gameplay; using System; using Gameplay.Skill; using UnityEngine; using Sirenix.OdinInspector; [ExecuteAlways] public class CameraController : MonoBehaviour { private const float CameraStartY = 25; private const float CameraStartSize = 12; private const float CameraStartFOV = 30; private const float NearClipPlane = 0.03f; private const float FarClipPlane = 150; private readonly Vector3 cameraStartRotation = new Vector3(37.5f, -10f, 0f); //之前的缩放是6次滚轮从最小放到最大故每一次缩放的值为1/6f private const float ZoomStep = 1 / 6f; public float leftMargin = 1.5f; public float rightMargin = 1.5f; public float topMargin = 0.9f; public float bottomMargin = 0.9f; public float moveSpeedX = 0.19f; public float moveSpeedY = 0.3f; public float unitPerPixel = 0.01f; [ShowIf("isFightCamera")] public float CameraMinSize = 6; [ShowIf("isFightCamera")] public float CameraMaxSize = 12; [HideIf("isFightCamera")] public BoxCollider boxBounds; [HideIf("isFightCamera")] public float CameraMinFOV = 15; [HideIf("isFightCamera")] public float CameraMaxFOV = 30; [LabelText("是否战斗相机")] public bool isFightCamera = true; private Camera mainCamera; private bool isIgnoreZoomLimit; public Bounds CameraBounds { get; set; } private bool isOrthographic => mainCamera.orthographic; //size,将透视和正交相机的fov和orthographic size整合为统一数值 private float Size { get { if (isOrthographic) return mainCamera.orthographicSize; else { var fov = mainCamera.fieldOfView; //这里乘(CameraMaxSize - CameraMinSize)/(CameraMaxFOV - CameraMinFOV)是将fov的区间变得和orthographic size区间一致 return fov * (CameraMaxSize - CameraMinSize) / (CameraMaxFOV - CameraMinFOV); } } } //缩放百分比0表示放到最小1表示放到最大 private float ZoomScale { get { if (isOrthographic) return (CameraMaxSize - mainCamera.orthographicSize) / (CameraMaxSize - CameraMinSize); else return (CameraMaxFOV - mainCamera.fieldOfView) / (CameraMaxFOV - CameraMinFOV); } set { var t = Mathf.Clamp(value, 0, 1); if(Math.Abs(ZoomScale - t) < float.Epsilon) return; if (isOrthographic) mainCamera.orthographicSize = Mathf.Lerp(CameraMaxSize, CameraMinSize, t); else mainCamera.fieldOfView = Mathf.Lerp(CameraMaxFOV, CameraMinFOV, t); } } private void Awake() { mainCamera = GetComponent<Camera>(); if (isFightCamera) { //如果是战斗相机,则必须是正交且固定朝向 mainCamera.orthographic = true; mainCamera.orthographicSize = CameraStartSize; mainCamera.transform.SetPositionAndRotation(new Vector3(0, CameraStartY, 0), Quaternion.Euler(cameraStartRotation)); } mainCamera.nearClipPlane = NearClipPlane; mainCamera.farClipPlane = FarClipPlane; CameraBounds = boxBounds != null ? boxBounds.bounds : CameraBounds; AdjustSelf(); } private void OnEnable() { if (Application.isPlaying) { InputManager.Instance.OnFingerMove += OnFingerMove2; InputManager.Instance.OnFingersMove += OnFingersMove; } } private void OnDisable() { if (Application.isPlaying) { InputManager.Instance.OnFingerMove -= OnFingerMove2; InputManager.Instance.OnFingersMove -= OnFingersMove; } } private void OnFingerMove2(Vector2 delta) { var touchDeltaPosition = -delta; var ratio = Size * unitPerPixel; var cameraMove = new Vector2(touchDeltaPosition.x *