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#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE#define USE_INPUT_SYSTEMusing UnityEngine.InputSystem;using UnityEngine.InputSystem.Controls;#endifusing UnityEngine;public class SimpleCameraController : MonoBehaviour{#region 相机状态/// <summary>/// 相机状态/// </summary>class CameraState{public float yaw;public float pitch;public float roll;public float x;public float y;public float z;public void SetFromTransform(Transform t){pitch = t.eulerAngles.x;yaw = t.eulerAngles.y;roll = t.eulerAngles.z;x = t.position.x;y = t.position.y;z = t.position.z;}public void Translate(Vector3 translation){Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;x += rotatedTranslation.x;y += rotatedTranslation.y;z += rotatedTranslation.z;}public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct){yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);x = Mathf.Lerp(x, target.x, positionLerpPct);y = Mathf.Lerp(y, target.y, positionLerpPct);z = Mathf.Lerp(z, target.z, positionLerpPct);}public void UpdateTransform(Transform t){t.eulerAngles = new Vector3(pitch, yaw, roll);t.position = new Vector3(x, y, z);}}#endregionCameraState m_TargetCameraState = new CameraState();CameraState m_InterpolatingCameraState = new CameraState();[Header("Movement Settings 移动设置")][Tooltip("Exponential boost factor on translation, controllable by mouse wheel. 平移的指数增强因子,可通过鼠标滚轮控制。")]public float boost = 3.5f;[Tooltip("Time it takes to interpolate camera position 99% of the way to the target. 将相机位置插值到目标位置99%所需的时间。"), Range(0.001f, 1f)]public float positionLerpTime = 0.2f;[Header("Rotation Settings 旋转设定")][Tooltip("X = Change in mouse position. 改变鼠标位置。\nY = Multiplicative factor for camera rotation. 相机旋转的乘性因子。")]public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target. 插值相机旋转99%到目标所需的时间。"), Range(0.001f, 1f)]public float rotationLerpTime = 0.01f;[Tooltip("Whether or not to invert our Y axis for mouse input to rotation. 是否将鼠标输入的Y轴反转为旋转。")]public bool invertY = false;void OnEnable(){m_TargetCameraState.SetFromTransform(transform);m_InterpolatingCameraState.SetFromTransform(transform);}Vector3 GetInputTranslationDirection(){Vector3 direction = new Vector3();if (Input.GetKey(KeyCode.W)){direction += Vector3.forward;}if (Input.GetKey(KeyCode.S)){direction += Vector3.back;}if (Input.GetKey(KeyCode.A)){direction += Vector3.left;}if (Input.GetKey(KeyCode.D)){direction += Vector3.right;}if (Input.GetKey(KeyCode.Q)){direction += Vector3.down;}if (Input.GetKey(KeyCode.E)){direction += Vector3.up;}return direction;}void Update(){Vector3 translation = Vector3.zero;#if ENABLE_LEGACY_INPUT_MANAGER// Exit Sample 按下Esc键退出游戏if (Input.GetKey(KeyCode.Escape)){Application.Quit();#if UNITY_EDITORUnityEditor.EditorApplication.isPlaying = false;#endif}// Hide and lock cursor when right mouse button pressed 按下鼠标右键时隐藏并锁定光标if (Input.GetMouseButtonDown(1)){Cursor.lockState = CursorLockMode.Locked;}// Unlock and show cursor when right mouse button released 松开鼠标右键时解锁并显示光标if (Input.GetMouseButtonUp(1)){Cursor.visible = true;Cursor.lockState = CursorLockMode.None;}// Rotation 旋转if (Input.GetMouseButton(1)){var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;}// Translation 移动translation = GetInputTranslationDirection() * Time.deltaTime;// Speed up movement when shift key held 按住shift键时加速移动if (Input.GetKey(KeyCode.LeftShift)){//原速度*10为按下Shift后的速度translation *= 10.0f;}// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 通过增强因子修改移动(在检查器中定义,通过鼠标滚轮在播放模式下修改)boost += Input.mouseScrollDelta.y * 0.2f;translation *= Mathf.Pow(2.0f, boost);#elif USE_INPUT_SYSTEM// TODO: make the new input system work 使新的输入系统正常工作#endifm_TargetCameraState.Translate(translation);// Framerate-independent interpolation 帧率无关插值// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 计算lerp的数量,这样我们就可以在指定的时间内到达目标的99%var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);m_InterpolatingCameraState.UpdateTransform(transform);}}
