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UnityRTS實(shí)現(xiàn)相機(jī)移動(dòng)縮放功能

 更新時(shí)間:2021年03月12日 06:59:32   作者:小小小小羽丶  
這篇文章主要為大家詳細(xì)介紹了UnityRTS實(shí)現(xiàn)相機(jī)的移動(dòng)縮放功能,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

所謂RTS就是即時(shí)戰(zhàn)略游戲(Real-Time Strategy Game)。

話不多說(shuō)直接看一下demo:

相機(jī)的層級(jí)關(guān)系(移動(dòng)的操作是對(duì)父物體進(jìn)行操作,而縮放是對(duì)子物體主相機(jī)的操作):

以此場(chǎng)景為例,自己設(shè)置的一些參數(shù),主要是移動(dòng)速度,邊界、縮放限制等。

代碼如下(掛載到相機(jī)的父物體上)。有兩種鼠標(biāo)的控制方式,一種是邊界檢測(cè),一種是鼠標(biāo)拖動(dòng)。這個(gè)代碼是完整版的,也就是鍵盤(pán)也可以控制相機(jī)移動(dòng)縮放的,如果只需要鼠標(biāo)控制的,請(qǐng)往下看:

using UnityEngine;
 
/// <summary>
/// 
/// * Writer:June
/// *
/// * Data:2021.3.9
/// *
/// * Function:RTS模式的相機(jī)移動(dòng)
/// *
/// * Remarks:
/// 
/// </summary>
 
public class CameraMoveControl : MonoBehaviour
{
  #region 移動(dòng)
  /// <summary>
  /// 移動(dòng)速度
  /// </summary>
  private float panSpeed;
  /// <summary>
  /// 正常速度
  /// </summary>
  [SerializeField] private float normalSpeed;
  /// <summary>
  /// 按shift加速
  /// </summary>
  [SerializeField] private float speedUp;
  /// <summary>
  /// 緩沖時(shí)間
  /// </summary>
  [SerializeField] private float moveTime;
  private Vector3 newPos;
  /// <summary>
  /// 邊界限制
  /// </summary>
  [SerializeField] private float xLimMin, xLimMax;
  /// <summary>
  /// 這里的Y是指屏幕上下平移的限制
  /// </summary>
  [SerializeField] private float yLimMin, yLimMax;
  //-----------------------------------------------鼠標(biāo)拖動(dòng)操作相關(guān)字段----------------------------------------------------
  private Camera mainCamrea;
  private Vector3 startPoint, currentPoint;
  #endregion
 
  #region 縮放
  /// <summary>
  /// 主攝像機(jī)的位置組件
  /// </summary>
  private Transform mainCamreaTF;
  /// <summary>
  /// 縮放向量
  /// tips:相機(jī)的放大縮小改變的是相機(jī)自身坐標(biāo)的yz值
  /// </summary>
  [SerializeField] private Vector3 zoomV3;
  /*
   * 需要注意的是縮放限制:
   * x軸與y軸限制后的縮放比值要一致,不然會(huì)出現(xiàn)縮放不平滑的現(xiàn)象
   * 
   */
  /// <summary>
  /// 縮放最大最小值
  /// </summary>
  [SerializeField] private Vector3 zoomMin, zoomMax;
  private Vector3 newMainCamreaPos;
  /// <summary>
  /// 縮放時(shí)間
  /// </summary>
  [SerializeField] private float zoomTime;
  #endregion
 
  private void Start()
  {
    //判斷是否有子物體
    mainCamreaTF = transform.childCount > 0 ? transform.GetChild(0) : null;
    if (mainCamreaTF) newMainCamreaPos = mainCamreaTF.localPosition;
    mainCamrea = Camera.main;
  }
 
 
  private void Update()
  {
    //按左shift加速
    panSpeed = Input.GetKey(KeyCode.LeftShift) ? speedUp : normalSpeed;
    //移動(dòng)
    ControlCamreaMove();
    //縮放
    ControlCamreaZoom();
  }
 
  /// <summary>
  /// 控制相機(jī)縮放
  /// </summary>
  private void ControlCamreaZoom()
  {
    if (mainCamreaTF)
    {
      if (Input.GetKey(KeyCode.R)) newMainCamreaPos += zoomV3 * Time.deltaTime;//放大
      if (Input.GetKey(KeyCode.F)) newMainCamreaPos -= zoomV3 * Time.deltaTime;//縮小
      newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3;
      ZoomLimit(ref newMainCamreaPos);
      //刷新最終位置
      mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime);
    }
  }
 
 
  /// <summary>
  /// 控制相機(jī)移動(dòng)
  /// </summary>
  private void ControlCamreaMove()
  {
    Vector3 movePos = transform.position;
    newPos.Set(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 
    #region 鼠標(biāo)操作
    #region 方式1(鼠標(biāo)到達(dá)邊緣,檢測(cè)后操作相機(jī)移動(dòng))
    //Vector2 mousePos = Input.mousePosition;
    //鼠標(biāo)在四個(gè)邊緣檢測(cè)
    //if (mousePos.x > Screen.width * 0.9f && mousePos.x < Screen.width) newPos.x = 1;
    //if (mousePos.x < Screen.width * 0.1f && mousePos.x > 0) newPos.x = -1;
    //if (mousePos.y > Screen.height * 0.9f && mousePos.y < Screen.height) newPos.z = 1;
    //if (mousePos.y < Screen.height * 0.1f && mousePos.y > 0) newPos.z = -1;
 
    movePos += newPos.normalized * panSpeed * Time.deltaTime;
    #endregion
 
    #region 方式2(鼠標(biāo)右鍵拖動(dòng)控制相機(jī)移動(dòng))
    //首先判斷相機(jī)是否為空
    if (mainCamrea)
    {
      //鼠標(biāo)右鍵按下時(shí)記錄起始位置
      if (Input.GetMouseButtonDown(1))
      {
        //新建的世界坐標(biāo)系下的平面,用于檢測(cè)射線
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance)) 
        {
          //獲取碰撞位置
          startPoint = ray.GetPoint(distance);
        }
      }
      //鼠標(biāo)右鍵一直按下時(shí)記錄當(dāng)前點(diǎn)位置
      if (Input.GetMouseButton(1))
      {
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance))
        {
          currentPoint = ray.GetPoint(distance);
        }
        movePos += (startPoint - currentPoint);
      }
    }
    #endregion
    #endregion
 
    BoundaryLimit(ref movePos);
    transform.position = Vector3.Lerp(transform.position, movePos, moveTime);
  }
 
 
  /// <summary>
  /// 邊界限制
  /// </summary>
  /// <param name="_pos">要限制的目標(biāo)向量</param>
  private void BoundaryLimit(ref Vector3 _pos)
  {
    _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax);
    _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax);
  }
 
 
  /// <summary>
  /// 縮放限制
  /// </summary>
  /// <param name="_v3">要限制的目標(biāo)向量</param>
  private void ZoomLimit(ref Vector3 _v3)
  {
    _v3.y = Mathf.Clamp(_v3.y, zoomMin.y, zoomMax.y);
    _v3.z = Mathf.Clamp(_v3.z, zoomMin.z, zoomMax.z);
  }
}

這個(gè)代碼是后來(lái)我覺(jué)得其實(shí)沒(méi)必要用鍵盤(pán)來(lái)操控相機(jī),根據(jù)我玩過(guò)的一些類似游戲,比較多都是鼠標(biāo)操作的,所以刪了鍵盤(pán)操作的部分:

using UnityEngine;
 
/// <summary>
/// 
/// * Writer:June
/// *
/// * Data:2021.3.9
/// *
/// * Function:RTS模式的相機(jī)移動(dòng)
/// *
/// * Remarks:
/// 
/// </summary>
 
public class CameraMoveControl : MonoBehaviour
{
  #region 移動(dòng)
  /// <summary>
  /// 移動(dòng)速度
  /// </summary>
  private float panSpeed;
  /// <summary>
  /// 正常速度
  /// </summary>
  [SerializeField] private float normalSpeed;
  /// <summary>
  /// 按shift加速
  /// </summary>
  [SerializeField] private float speedUp;
  /// <summary>
  /// 緩沖時(shí)間
  /// </summary>
  [SerializeField] private float moveTime;
  private Vector3 newPos;
  /// <summary>
  /// 邊界限制
  /// </summary>
  [SerializeField] private float xLimMin, xLimMax;
  /// <summary>
  /// 這里的Y是指屏幕上下平移的限制
  /// </summary>
  [SerializeField] private float yLimMin, yLimMax;
  //-----------------------------------------------鼠標(biāo)拖動(dòng)操作相關(guān)字段----------------------------------------------------
  private Camera mainCamrea;
  private Vector3 startPoint, currentPoint;
  #endregion
 
  #region 縮放
  /// <summary>
  /// 主攝像機(jī)的位置組件
  /// </summary>
  private Transform mainCamreaTF;
  /// <summary>
  /// 縮放向量
  /// tips:相機(jī)的放大縮小改變的是相機(jī)自身坐標(biāo)的yz值
  /// </summary>
  [SerializeField] private Vector3 zoomV3;
  /*
   * 需要注意的是縮放限制:
   * x軸與y軸限制后的縮放比值要一致,不然會(huì)出現(xiàn)縮放不平滑的現(xiàn)象
   * 
   */
  /// <summary>
  /// 縮放最大最小值
  /// </summary>
  [SerializeField] private Vector3 zoomMin, zoomMax;
  private Vector3 newMainCamreaPos;
  /// <summary>
  /// 縮放時(shí)間
  /// </summary>
  [SerializeField] private float zoomTime;
  #endregion
 
  private void Start()
  {
    //判斷是否有子物體
    mainCamreaTF = transform.childCount > 0 ? transform.GetChild(0) : null;
    if (mainCamreaTF) newMainCamreaPos = mainCamreaTF.localPosition;
    mainCamrea = Camera.main;
  }
 
 
  private void Update()
  {
    //按左shift加速
    panSpeed = Input.GetKey(KeyCode.LeftShift) ? speedUp : normalSpeed;
    //移動(dòng)
    ControlCamreaMove();
    //縮放
    ControlCamreaZoom();
  }
 
  /// <summary>
  /// 控制相機(jī)縮放
  /// </summary>
  private void ControlCamreaZoom()
  {
    if (mainCamreaTF)
    {
      newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3;
      ZoomLimit(ref newMainCamreaPos);
      //刷新最終位置
      mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime);
    }
  }
 
 
  /// <summary>
  /// 控制相機(jī)移動(dòng)
  /// </summary>
  private void ControlCamreaMove()
  {
    Vector3 movePos = transform.position;
    newPos = Vector3.zero;
    #region 鼠標(biāo)操作
    #region 方式1(鼠標(biāo)到達(dá)邊緣,檢測(cè)后操作相機(jī)移動(dòng))
    Vector2 mousePos = Input.mousePosition;
    //鼠標(biāo)在四個(gè)邊緣檢測(cè)
    if (mousePos.x > Screen.width * 0.9f && mousePos.x < Screen.width) newPos.x = 1;
    if (mousePos.x < Screen.width * 0.1f && mousePos.x > 0) newPos.x = -1;
    if (mousePos.y > Screen.height * 0.9f && mousePos.y < Screen.height) newPos.z = 1;
    if (mousePos.y < Screen.height * 0.1f && mousePos.y > 0) newPos.z = -1;
    movePos += newPos.normalized * panSpeed * Time.deltaTime;
    #endregion
 
    #region 方式2(鼠標(biāo)右鍵拖動(dòng)控制相機(jī)移動(dòng))
    //首先判斷相機(jī)是否為空
    if (mainCamrea)
    {
      //鼠標(biāo)右鍵按下時(shí)記錄起始位置
      if (Input.GetMouseButtonDown(1))
      {
        //新建的世界坐標(biāo)系下的平面,用于檢測(cè)射線
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance))
        {
          //獲取碰撞位置
          startPoint = ray.GetPoint(distance);
        }
      }
      //鼠標(biāo)右鍵一直按下時(shí)記錄當(dāng)前點(diǎn)位置
      if (Input.GetMouseButton(1))
      {
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance))
        {
          currentPoint = ray.GetPoint(distance);
        }
        movePos += (startPoint - currentPoint);
      }
    }
    #endregion
    #endregion
 
    BoundaryLimit(ref movePos);
    transform.position = Vector3.Lerp(transform.position, movePos, moveTime);
  }
 
 
  /// <summary>
  /// 邊界限制
  /// </summary>
  /// <param name="_pos">要限制的目標(biāo)向量</param>
  private void BoundaryLimit(ref Vector3 _pos)
  {
    _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax);
    _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax);
  }
 
 
  /// <summary>
  /// 縮放限制
  /// </summary>
  /// <param name="_v3">要限制的目標(biāo)向量</param>
  private void ZoomLimit(ref Vector3 _v3)
  {
    _v3.y = Mathf.Clamp(_v3.y, zoomMin.y, zoomMax.y);
    _v3.z = Mathf.Clamp(_v3.z, zoomMin.z, zoomMax.z);
  }
}

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