#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE #define USE_INPUT_SYSTEM using UnityEngine.InputSystem; using UnityEngine.InputSystem.Controls; #endif using UnityEngine; namespace UnityTemplateProjects { public class SimpleCameraController : MonoBehaviour { 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); } } CameraState m_TargetCameraState = new CameraState(); CameraState m_InterpolatingCameraState = new CameraState(); [Header("Movement Settings")] [Tooltip("鼠标滚轮控制移动速度")] public float boost = 3.5f; [Tooltip("将相机位置插值到目标位置的时间。"), Range(0.001f, 1f)] public float positionLerpTime = 0.2f; [Header("Rotation Settings")] [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); [Tooltip("将相机旋转插值到目标位置的时间"), Range(0.001f, 1f)] public float rotationLerpTime = 0.01f; [Tooltip("是否反转Y轴.")] 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 // 退出程序 if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } // 鼠标右键按下时隐藏光标 if (Input.GetMouseButtonDown(1)) { Cursor.lockState = CursorLockMode.Locked; } // 鼠标右键抬起时显示光标 if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // 鼠标右键按下旋转角度 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; } // 位移控制 translation = GetInputTranslationDirection() * Time.deltaTime; // 按下shift键移速*10 if (Input.GetKey(KeyCode.LeftShift)) { translation *= 10.0f; } // 移速校准(根据鼠标滚轮设置的速度) boost += Input.mouseScrollDelta.y * 0.2f; translation *= Mathf.Pow(2.0f, boost); #elif USE_INPUT_SYSTEM // TODO: make the new input system work #endif m_TargetCameraState.Translate(translation); // Framerate-independent interpolation // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 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); } } }