2024-10-18 18:57:44 +08:00
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using System;
using DG.Tweening;
using Framework;
using Gameplay.Performance;
using UnityEngine;
using Sirenix.OdinInspector;
using Gameplay.Guide;
[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 cameraStartRotationO = new Vector3(37.5f, -10f, 0f);
private readonly Vector3 cameraStartRotationP = new Vector3(45, -10, 0);
//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 / 12f;
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;
//Camera拖动控制
public static bool FingerMoveEnable = true;
//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)
{
var useOrthographic = PerformanceManager.instance != null &&
PerformanceManager.instance.data.fightUseOrthographic;
var rotEuler = useOrthographic ? cameraStartRotationO : cameraStartRotationP;
if (useOrthographic)
{
// TODO: 这里的值是固定的,需要根据实际情况调整
//bottomMargin = 0.9f;
mainCamera.orthographic = true;
mainCamera.orthographicSize = CameraStartSize;
mainCamera.transform.SetPositionAndRotation(new Vector3(0, CameraStartY, 0),
Quaternion.Euler(rotEuler));
}
else
{
// TODO: 这里的值是固定的,需要根据实际情况调整
//bottomMargin = 0.7f;
mainCamera.orthographic = false;
mainCamera.fieldOfView = 30;
mainCamera.transform.SetPositionAndRotation(new Vector
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var zoomDelta = delta < 0 ? -ZoomStep : ZoomStep;
//修改缩放值
ZoomScale += zoomDelta;
AdjustSelf();
}
public void KeepCenter(Vector3 centerPos)
{
var cacheTrans = mainCamera.transform;
var oldPos = cacheTrans.position;
oldPos.x = centerPos.x + 5f;
oldPos.z = centerPos.z - 25f;
// cacheTrans.position = oldPos;
cacheTrans.DOMove(oldPos, 0.5f).OnUpdate(AdjustSelf);
}
Vector3 CalculateHitHorizontalPosition(Vector3 startPosition, Vector3 dir, float y)
{
if (dir.y == 0)
return Vector3.zero;
var p1 = startPosition; // 直线上一点
var v = dir; // 直线的方向向量
float x, z;
// 已知直线上一点 p1(x1, y1, z1) 和 直线的方向向量 v(m, n, p)
// 根据点向式
// (x - x1) / m = (y - y1) / n = (z - z1) / p
// 有:
// (x - p1.x) / v.x = (y - p1.y) / v.y = (z - p1.z) / v.z
// 有:
// x = p1.x + v.x * (y - p1.y) / v.y
// z = p1.z + v.z * (y - p1.y) / v.y
// 与平面 y = y 的交点坐标为
x = p1.x + v.x * (y - p1.y) / v.y;
z = p1.z + v.z * (y - p1.y) / v.y;
return new Vector3(x, y, z);
}
public void InitializeCameraPosition(Vector3 targetPosition)
{
var useOrthographic =
PerformanceManager.instance != null && PerformanceManager.instance.data.fightUseOrthographic;
var rotEuler = useOrthographic ? cameraStartRotationO : cameraStartRotationP;
mainCamera.transform.SetPositionAndRotation(
CalculateCell2CameraPosition(targetPosition), Quaternion.Euler(rotEuler));
AdjustSelf();
}
private Vector3 CalculateCell2CameraPosition(Vector3 targetPosition)
{
var cameraTransform = mainCamera.transform;
var startPosition = cameraTransform.position;
var v = cameraTransform.forward;
float x, z;
z = targetPosition.z - v.z * (targetPosition.y - startPosition.y) / v.y;
x = targetPosition.x - v.x * (targetPosition.y - startPosition.y) / v.y;
return new Vector3(x, startPosition.y, z);
}
public void AdjustSelf()
{
mainCamera.transform.position = AdjustPosition(Size, out var isInsideBounds);
}
private Vector3 AdjustPosition(float size, out bool IsInsideBounds)
{
var position = transform.position;
IsInsideBounds = true;
var center = CalculateHitHorizontalPosition(position, transform.forward, 0);
var left = center.x - leftMargin * size;
var right = center.x + rightMargin * size;
var top = center.z + topMargin * size;
var bottom = center.z - bottomMargin * size;
if (right - left < CameraBounds.max.x - CameraBounds.min.x)
{
if (left < CameraBounds.min.x)
{
center.x = CameraBounds.min.x + leftMargin * size;
IsInsideBounds = false;
}
else if (right > CameraBounds.max.x)
{
center.x = CameraBounds.max.x - rightMargin * size;
IsInsideBounds = false;
}
}
else
{
center.x = CameraBounds.center.x;
IsInsideBounds = false;
}
if (top - bottom < CameraBounds.max.z - CameraBounds.min.z)
{
if (bottom < CameraBounds.min.z)
{
center.z = CameraBounds.min.z + bottomMargin * size;
IsInsideBounds = false;
}
else if (top > CameraBounds.max.z)
{
center.z = CameraBounds.max.z - topMargin * size;
IsInsideBounds = false;
}
}
else
{
center.z = CameraBounds.center.z;
IsInsideBounds = false;
}
position = CalculateHitHorizontalPosition(center, transform.forward, position.y);
return position;
}
private void OnDrawGizmos()
{
if (mainCamera != null)
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