UnityRTS实现相机移动缩放功能

编辑: admin 分类: c#语言 发布时间: 2021-11-25 来源:互联网

所谓RTS就是即时战略游戏(Real-Time Strategy Game)。

话不多说直接看一下demo:

相机的层级关系(移动的操作是对父物体进行操作,而缩放是对子物体主相机的操作):

以此场景为例,自己设置的一些参数,主要是移动速度,边界、缩放限制等。

代码如下(挂载到相机的父物体上)。有两种鼠标的控制方式,一种是边界检测,一种是鼠标拖动。这个代码是完整版的,也就是键盘也可以控制相机移动缩放的,如果只需要鼠标控制的,请往下看:

using UnityEngine;
 
/// <summary>
/// 
/// * Writer:June
/// *
/// * Data:2021.3.9
/// *
/// * Function:RTS模式的相机移动
/// *
/// * Remarks:
/// 
/// </summary>
 
public class CameraMoveControl : MonoBehaviour
{
  #region 移动
  /// <summary>
  /// 移动速度
  /// </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>
  /// 缓冲时间
  /// </summary>
  [SerializeField] private float moveTime;
  private Vector3 newPos;
  /// <summary>
  /// 边界限制
  /// </summary>
  [SerializeField] private float xLimMin, xLimMax;
  /// <summary>
  /// 这里的Y是指屏幕上下平移的限制
  /// </summary>
  [SerializeField] private float yLimMin, yLimMax;
  //-----------------------------------------------鼠标拖动操作相关字段----------------------------------------------------
  private Camera mainCamrea;
  private Vector3 startPoint, currentPoint;
  #endregion
 
  #region 缩放
  /// <summary>
  /// 主摄像机的位置组件
  /// </summary>
  private Transform mainCamreaTF;
  /// <summary>
  /// 缩放向量
  /// tips:相机的放大缩小改变的是相机自身坐标的yz值
  /// </summary>
  [SerializeField] private Vector3 zoomV3;
  /*
   * 需要注意的是缩放限制:
   * x轴与y轴限制后的缩放比值要一致,不然会出现缩放不平滑的现象
   * 
   */
  /// <summary>
  /// 缩放最大最小值
  /// </summary>
  [SerializeField] private Vector3 zoomMin, zoomMax;
  private Vector3 newMainCamreaPos;
  /// <summary>
  /// 缩放时间
  /// </summary>
  [SerializeField] private float zoomTime;
  #endregion
 
  private void Start()
  {
    //判断是否有子物体
    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;
    //移动
    ControlCamreaMove();
    //缩放
    ControlCamreaZoom();
  }
 
  /// <summary>
  /// 控制相机缩放
  /// </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;//缩小
      newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3;
      ZoomLimit(ref newMainCamreaPos);
      //刷新最终位置
      mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime);
    }
  }
 
 
  /// <summary>
  /// 控制相机移动
  /// </summary>
  private void ControlCamreaMove()
  {
    Vector3 movePos = transform.position;
    newPos.Set(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 
    #region 鼠标操作
    #region 方式1(鼠标到达边缘,检测后操作相机移动)
    //Vector2 mousePos = Input.mousePosition;
    //鼠标在四个边缘检测
    //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(鼠标右键拖动控制相机移动)
    //首先判断相机是否为空
    if (mainCamrea)
    {
      //鼠标右键按下时记录起始位置
      if (Input.GetMouseButtonDown(1))
      {
        //新建的世界坐标系下的平面,用于检测射线
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance)) 
        {
          //获取碰撞位置
          startPoint = ray.GetPoint(distance);
        }
      }
      //鼠标右键一直按下时记录当前点位置
      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>
  /// 边界限制
  /// </summary>
  /// <param name="_pos">要限制的目标向量</param>
  private void BoundaryLimit(ref Vector3 _pos)
  {
    _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax);
    _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax);
  }
 
 
  /// <summary>
  /// 缩放限制
  /// </summary>
  /// <param name="_v3">要限制的目标向量</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);
  }
}

这个代码是后来我觉得其实没必要用键盘来操控相机,根据我玩过的一些类似游戏,比较多都是鼠标操作的,所以删了键盘操作的部分:

using UnityEngine;
 
/// <summary>
/// 
/// * Writer:June
/// *
/// * Data:2021.3.9
/// *
/// * Function:RTS模式的相机移动
/// *
/// * Remarks:
/// 
/// </summary>
 
public class CameraMoveControl : MonoBehaviour
{
  #region 移动
  /// <summary>
  /// 移动速度
  /// </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>
  /// 缓冲时间
  /// </summary>
  [SerializeField] private float moveTime;
  private Vector3 newPos;
  /// <summary>
  /// 边界限制
  /// </summary>
  [SerializeField] private float xLimMin, xLimMax;
  /// <summary>
  /// 这里的Y是指屏幕上下平移的限制
  /// </summary>
  [SerializeField] private float yLimMin, yLimMax;
  //-----------------------------------------------鼠标拖动操作相关字段----------------------------------------------------
  private Camera mainCamrea;
  private Vector3 startPoint, currentPoint;
  #endregion
 
  #region 缩放
  /// <summary>
  /// 主摄像机的位置组件
  /// </summary>
  private Transform mainCamreaTF;
  /// <summary>
  /// 缩放向量
  /// tips:相机的放大缩小改变的是相机自身坐标的yz值
  /// </summary>
  [SerializeField] private Vector3 zoomV3;
  /*
   * 需要注意的是缩放限制:
   * x轴与y轴限制后的缩放比值要一致,不然会出现缩放不平滑的现象
   * 
   */
  /// <summary>
  /// 缩放最大最小值
  /// </summary>
  [SerializeField] private Vector3 zoomMin, zoomMax;
  private Vector3 newMainCamreaPos;
  /// <summary>
  /// 缩放时间
  /// </summary>
  [SerializeField] private float zoomTime;
  #endregion
 
  private void Start()
  {
    //判断是否有子物体
    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;
    //移动
    ControlCamreaMove();
    //缩放
    ControlCamreaZoom();
  }
 
  /// <summary>
  /// 控制相机缩放
  /// </summary>
  private void ControlCamreaZoom()
  {
    if (mainCamreaTF)
    {
      newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3;
      ZoomLimit(ref newMainCamreaPos);
      //刷新最终位置
      mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime);
    }
  }
 
 
  /// <summary>
  /// 控制相机移动
  /// </summary>
  private void ControlCamreaMove()
  {
    Vector3 movePos = transform.position;
    newPos = Vector3.zero;
    #region 鼠标操作
    #region 方式1(鼠标到达边缘,检测后操作相机移动)
    Vector2 mousePos = Input.mousePosition;
    //鼠标在四个边缘检测
    if (mousePos.x > Screen.width * 0.9f && mousePos.x < Screen.width) newPos.x = 1;
    if (mousePos.x < Screen.width * 0.1f && mousePos.x &g【本文由:专业的印度服务器 提供,感谢支持】t; 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(鼠标右键拖动控制相机移动)
    //首先判断相机是否为空
    if (mainCamrea)
    {
      //鼠标右键按下时记录起始位置
      if (Input.GetMouseButtonDown(1))
      {
        //新建的世界坐标系下的平面,用于检测射线
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition);
        float distance;
        if (plane.Raycast(ray, out distance))
        {
          //获取碰撞位置
          startPoint = ray.GetPoint(distance);
        }
      }
      //鼠标右键一直按下时记录当前点位置
      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>
  /// 边界限制
  /// </summary>
  /// <param name="_pos">要限制的目标向量</param>
  private void BoundaryLimit(ref Vector3 _pos)
  {
    _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax);
    _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax);
  }
 
 
  /// <summary>
  /// 缩放限制
  /// </summary>
  /// <param name="_v3">要限制的目标向量</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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