限制功能原著地址:unity限制相机可移动区域(box collider)_unity限制相机移动区域_manson-liao的博客-CSDN博客
一、创建限制区域
创建一个Cube,Scale大小=1,添加组件:BoxCollder,调整BoxCollder的Size(此为限制区域)
二、代码(功能:WADS(或者上下左右方向键)以及使用Q E上升下降移动和鼠标等控制相机的移动转向等,限制功能是类里的方法为:limitation(),放在Update里执行即可)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace Twq
{
/// <summary>
/// wasd控制 (使用中)
/// </summary>
public class CameraController03 : MonoBehaviour
{
public static CameraController03 Instance;
[Header("模型")]
public Transform targetmodel;
public static Transform target;
[Header("鼠标滚轮灵敏度")]
[SerializeField]
private int MouseWheelSensitivity = 2;
[Header("最近距离")]
[SerializeField]
public int MouseZoomMin = 750;
[Header("最远距离")]
[SerializeField]
public int MouseZoomMax = 2000;
[Header("水平旋转速度")]
[SerializeField]
private float xSpeed = 150.0f;
[Header("竖直旋转速度")]
[SerializeField]
private float ySpeed = 80.0f;
[Header("鼠标移动灵敏度")]
[SerializeField]
private float mouseMoveSensitivity = 3.0f;
[Header("角度限制")]
[SerializeField]
private int yMinLimit = 0;
[SerializeField]
private int yMaxLimit = 89;
[Header("摄像机初始角度")]
[SerializeField]
private float xRot = 0;
[SerializeField]
private float yRot = 0;
[Header("摄像机位置")]
[SerializeField]
private Vector3 camPos;//= new Vector3(0, 0, 0);
public float normalDistance;//初始摄像机距离,无法在面板显示
public static float x;//= 69f;
public static float y;// 34.2f;
private Quaternion rotation;
public static Vector3 CameraTarget;
// [HideInInspector]
public bool isExit;//打开 控制相机
public bool isShuBiao;//Flase=拉近 状态
public Transform SelfTransform;
private void Awake()
{
Instance = this;
SelfTransform = this.transform;
}
void Start()
{
//初始化
isExit = true;
isShuBiao = true;
x = yRot;
y = xRot;
target = targetmodel;
Vector3 posC = camPos - target.position;
normalDistance = Mathf.Sqrt(Mathf.Pow(posC.x, 2) + Mathf.Pow(posC.y, 2) + Mathf.Pow(posC.z, 2));
rotation = Quaternion.Euler(new Vector3(y, x, 0f));
transform.rotation = rotation;
float z = target.transform.position.z - normalDistance;
transform.position = camPos;//rotation * new Vector3(transform.position.x, transform.position.y, z);
CameraTarget = transform.position + transform.forward.normalized * normalDistance;
x = transform.localEulerAngles.x;
y = transform.localEulerAngles.y;
}
public void Init()
{
isExit = true;
isShuBiao = true;
Vector3 posC = camPos - target.position;
normalDistance = Mathf.Sqrt(Mathf.Pow(posC.x, 2) + Mathf.Pow(posC.y, 2) + Mathf.Pow(posC.z, 2));
rotation = Quaternion.Euler(new Vector3(90f, 0f, 0f));
transform.rotation = rotation;
transform.position = new Vector3(0f, 0f, 0f);
CameraTarget = transform.position + transform.forward.normalized * normalDistance;
x = transform.localEulerAngles.x;
y = transform.localEulerAngles.y;
}
public float movespeed = 500;
void LateUpdate()
{
if (IsPointerOverGameObject(Input.mousePosition))
if (isExit)
{
if (isShuBiao)
{
// 定义3个值控制移动
float xm = 0, zm = 0;
if (Input.GetKey(KeyCode.Q)) //上升
{
if (transform.position.y >= MouseZoomMax)//限制 最大距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMax, transform.position.z);
}
else
{
transform.position = new Vector3(transform.position.x, transform.position.y +movespeed * Time.deltaTime, transform.position.z);
}
}
else if ( Input.GetKey(KeyCode.E))//下降
{
if (transform.position.y <= MouseZoomMin)//限制 最小距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMin, transform.position.z);
}
else
{
transform.position = new Vector3(transform.position.x, transform.position.y - movespeed * Time.deltaTime, transform.position.z);
}
}
//按键盘W向上移动
if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
{
if (transform.position.y < MouseZoomMin)//限制 最小距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMin, transform.position.z);
}
else
{
this.transform.Translate(Vector3.forward * movespeed * Time.deltaTime);
}
}
else if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))//按键盘S向下移动
{
if (transform.position.y > MouseZoomMax)//限制 最大距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMax, transform.position.z);
}
else
{
this.transform.Translate(Vector3.back * movespeed * Time.deltaTime);
}
}
if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))//按键盘A向左移动
{
// xm -= 500 * Time.deltaTime;
this.transform.Translate(Vector3.left * movespeed * Time.deltaTime);
}
else if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))//按键盘D向右移动
{
// xm += 500 * Time.deltaTime;
this.transform.Translate(Vector3.right * movespeed * Time.deltaTime);
}
if (Input.GetMouseButton(GlobalVariableManage.GetMouseButtonType))// 1鼠标右键 0鼠标左键
{
y += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
x -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
x = ClampAngle(x, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(x, y, 0);
transform.rotation = rotation;
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)//鼠标滚轮
{
// normalized = (transform.position - CameraTarget).normalized;
if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
{
this.transform.position += this.transform.forward * Input.GetAxisRaw("Mouse ScrollWheel") * Time.timeScale * MouseWheelSensitivity;
Vector3 p = this.transform.position - CameraTarget;
normalDistance = Mathf.Sqrt(Mathf.Pow(p.x, 2) + Mathf.Pow(p.y, 2) + Mathf.Pow(p.z, 2));
}
if (normalDistance < MouseZoomMin)
{
normalDistance = MouseZoomMin;
}
if (normalDistance > MouseZoomMax)
{
normalDistance = MouseZoomMax;
}
if (transform.position.y < MouseZoomMin)//限制 最小距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMin, transform.position.z);
}
if (transform.position.y > MouseZoomMax)//限制 最大距离
{
transform.position = new Vector3(transform.position.x, MouseZoomMax, transform.position.z);
}
}
}
else
{
if (transform.position.y > MouseZoomMax)//限制 最小距离
{
isShuBiao = true;
}
//缩放
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.Translate(Vector3.forward * 100f);//速度可调 自行调整
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.Translate(Vector3.forward * -100f);//速度可调 自行调整
}
//旋转
x = transform.localEulerAngles.x;
y = transform.localEulerAngles.y;
}
limitation();
}
}
public GameObject box;
//限制区域
private void limitation()
{
if (box)
{
Vector3 boxSize = box.GetComponent<BoxCollider>().size;
Vector3 boxCenter = box.GetComponent<BoxCollider>().center;
Vector3 min = box.transform.position + boxCenter - boxSize * 0.5f;
Vector3 max = box.transform.position + boxCenter + boxSize * 0.5f;
Vector3 cameraP = transform.position;
Debug.Log("min.x="+ min.x+ " max.x="+ max.x);
if (cameraP.x < min.x)
{
cameraP.x = min.x;
}
else if (cameraP.x > max.x)
{
cameraP.x = max.x;
}
//if (cameraP.y < min.y)
//{
// cameraP.y = min.y;
//}
//else if (cameraP.y > max.y)
//{
// cameraP.y = max.y;
//}
if (cameraP.z < min.z)
{
cameraP.z = min.z;
}
else if (cameraP.z > max.z)
{
cameraP.z = max.z;
}
transform.position = cameraP;
}
}
/// <summary>
/// 检测是否点击UI
/// </summary>
/// <param name="mousePosition">鼠标位置</param>
/// <returns></returns>
private bool IsPointerOverGameObject(Vector2 mousePosition)
{
//创建一个点击事件
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = mousePosition;
List<RaycastResult> raycastResults = new List<RaycastResult>();
//向点击位置发射一条射线,检测是否点击UI
EventSystem.current.RaycastAll(eventData, raycastResults);
if (raycastResults.Count > 0)//大于0 说明 有UI
{
return false;
}
else
{
return true;
}
}
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
//--------------------围绕的物体并且 相机定位物体-------------------//
#region
//public Transform CenObj;//围绕的物体
//private Vector3 Rotion_Transform;
//private new Camera camera;
bool bo;
//private Transform mainCameraTr; //主摄像机
//public Transform lookAtTarget; //摄像机看向的目标
//private float cameraDistance = 50.0F; //摄像机与看向目标的距离
//private float cameraHeight = 800.0F; //摄像机高度
//private float cmaeraOffset = 1000.0F; //摄像机的偏移
//private float mainCameraMoveSpeed = 1F; //主摄像机移动的速度
//private Vector3 lookAtTargetPosition; //看向目标时的位置
//private Quaternion lookAtTargetRotation; //看向目标,且旋转
//public bool isLookAtAppointTarget = false; //是否看向指定的物体
//public void SetInit(Transform CenObj_)
//{
// Debug.Log("点击了=" + CenObj_.name);
// isShuBiao = true;
// CenObj = CenObj_;
// Rotion_Transform = CenObj.position;
// lookAtTarget = CenObj_;
// LookAtAppointTarget();
// isShuBiao = false;
//}
//void Update()
//{
// //if (!isExit)
// //{
// // Ctrl_Cam_Move();
// // Cam_Ctrl_Rotation();
// //}
//}
/ <summary>
/ 摄像机看向指定物体的方法
/ </summary>
//public void LookAtAppointTarget()
//{
// if (lookAtTarget != null)
// {
// lookAtTargetPosition = new Vector3(lookAtTarget.transform.position.x + cmaeraOffset,
// lookAtTarget.transform.position.y + cameraHeight, lookAtTarget.transform.position.z + cameraDistance);
// isLookAtAppointTarget = true;
// }
// else
// {
// Debug.LogError(GetType() + "/LookAtAppointTarget()/看向的物体不存在,请检查!!!");
// }
// if (isLookAtAppointTarget == true)//是否看向物体
// {
// mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, 1 * mainCameraMoveSpeed);
// mainCameraTr.LookAt(lookAtTarget);
// }
// //if (isBack == true)
// //{
// // mainCameraTr.position = Vector3.Lerp(mainCameraTr.position, lookAtTargetPosition, 10 * mainCameraMoveSpeed);
// //}
//}
#endregion
}
}