using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Mouslock : MonoBehaviour
{
//定義鏡頭與角色的初始距離,開始的時候定義成私有變量,我改成公有變量,爲了方便在代碼面板上修改
public float m_distanceAway = 4.5f;
//鏡頭初始高度
public float m_distanceUp = 1.5f;
//鏡頭改變時的平滑度
private float m_smooth = 5f;
//玩家對象
public Transform m_player;
//自己
private Transform m_transsform;
private float maxSuo = 100.0f;//鏡頭縮放範圍
private float minSuo = 2.0f;
private float maxSD = 20.0f;
private float minSD = 1f;
void Start()
{
m_transsform = this.transform;//定義自己
// m_player = GameObject.Find("Player").transform;
}
void Update()
{
Zoom();//縮放
CameraSet();//相機設置
//定義一條射線
RaycastHit hit;
if (Physics.Linecast(m_player.position + Vector3.up, m_transsform.position, out hit))
{
string name = hit.collider.gameObject.tag;
if (name != "MainCamera")
{
//如果射線碰撞的不是相機,那麼就取得射線碰撞點到玩家的距離
float currentDistance = Vector3.Distance(hit.point, m_player.position);
//如果射線碰撞點小於玩家與相機本來的距離,就說明角色身後是有東西,爲了避免穿牆,就把相機拉近
if (currentDistance < m_distanceAway)
{
m_transsform.position = hit.point;
}
}
}
}
/// <summary>
/// 設置相機
/// </summary>
void CameraSet()
{
//取得相機旋轉的角度
float m_wangtedRotationAngel = m_player.transform.eulerAngles.y;
//獲取相機移動的高度
float m_wangtedHeight = m_player.transform.position.y + m_distanceUp;
//獲得相機當前角度
float m_currentRotationAngle = m_transsform.eulerAngles.y;
//獲取相機當前的高度
float m_currentHeight = m_transsform.position.y;
//在一定時間內將當前角度更改爲角色面對的角度
m_currentRotationAngle = Mathf.LerpAngle(m_currentRotationAngle, m_wangtedRotationAngel, m_smooth * Time.deltaTime);
//更改當前高度
m_currentHeight = Mathf.Lerp(m_currentHeight, m_wangtedHeight, m_smooth * Time.deltaTime);
//返回一個Y軸旋轉玩家當前角度那麼多的度數
Quaternion m_currentRotation = Quaternion.Euler(0, m_currentRotationAngle, 0);
//玩家的位置
Vector3 m_position = m_player.transform.position;
//相機位置差不多計算出來了
m_position -= m_currentRotation * Vector3.forward * m_distanceAway;
//將相機應當到達的高度加進應當到達的座標,這就是相機的新位置
m_position = new Vector3(m_position.x, m_currentHeight, m_position.z);
m_transsform.position = Vector3.Lerp(m_transsform.position, m_position, Time.time);
//注視玩家
m_transsform.LookAt(m_player);
}
/// <summary>
/// 按鼠標滾輪縮放
/// </summary>
void Zoom()
{
//實現滑輪拖動
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (Camera.main.fieldOfView <= maxSuo)//縮放的範圍
{
Camera.main.fieldOfView += 2;
}
if (Camera.main.orthographicSize <= maxSD)
{
Camera.main.orthographicSize += 0.5f;
}
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if (Camera.main.fieldOfView >= minSuo)
{
Camera.main.fieldOfView -= 2;
}
if (Camera.main.orthographicSize >= minSD)
{
Camera.main.orthographicSize -= 0.5f;
}
}
}
}