Unity透视相机下地图移动缩放-海岛奇兵3

星盟冲突,星区视角下的缩放效果图:

Unity透视相机下地图移动缩放-海岛奇兵3_第1张图片
放大时的45度视角.jpg
Unity透视相机下地图移动缩放-海岛奇兵3_第2张图片
缩小时的俯视视角.jpg

一. 手势系统

使用插件EasyTouch监听移动缩放

EasyTouch.On_Pinch += CameraController.Instance.OnPinch;
EasyTouch.On_Swipe += CameraController.Instance.OnSwipe;
EasyTouch.On_Drag += CameraController.Instance.OnSwipe;

// 只监听一个手指的滑动手势 用gesture.touchCount判断
public void OnSwipe(Gesture gesture)
{
    if (gesture.touchCount > 1)
    {
        return;
    }
    Move(gesture.swipeVector);
}

public void OnPinch(Gesture gesture)
{
    Zoom(gesture.deltaPinch);
}


// 移动摄像机
private void Move(Vector2 swipeVector)
{
    ...
}

// 摄像机拉近拉远
private void Zoom(float deltaPinch)
{
    ...
}

二. 相机lookat一个坐标点的简单模型

相机以某个视角eulerAngles,距离目标坐标点distanceFromTarget,lookat这个坐标点:

private void CameraLookatPos(Vector3 eulerAngles,  float distanceFromTarget)
{
    Vector3 lookatPos = GetLookatPos();
    Quaternion q = Quaternion.Euler(eulerAngles);
    transform.position = lookatPos - q * Vector3.forward * distanceFromTarget
    transform.eulerAngles = eulerAngles
}

脚本挂在Camera上

三. 相机移动缩放

  1. 使用增量记录本次移动缩放的变化值
  2. 在LateUpdate中,根据相机距离,插值计算当前相机视角,设置相机位置
  3. 地图边界检测
    1. 若合法,则把移动缩放增量加到总值;
    2. 若检测到越界,非法,则把移动缩放增量舍弃,并在同一帧 重新设置位置position与角度eulerAngles

代码经过删减简化,外部设置参数部分删除,仅展示移动缩放的处理流程

private Vector3 _MovePos = Vector3.zero; // Move操作的总位移offset
private  float  distanceFromTarget;// 当前相机距目标的距离,缩放操作才能改变
private Vector3 _IncreMoveVector = Vector3.zero; // Move操作的本次操作增量
private float _IncreCameraDis = 0;  // Zoom 缩放操作的本次操作增量
private Vector3 _cameraEuler = Vector3.zero;       // 相机距离最近时的视角,外部设置
... MIN_CAMERA_DIS;                // 相机高度最低,外部设置
... VERTICAL_CAMERA_DIS;           // 相机高度-垂直点,外部设置
... MAX_CAMERA_DIS;                // 相机高度最高,外部设置
... FINAL_ANGLE;                     // 缩小到最小的视角,默认是90度 俯视,外部设置


// 移动摄像机 记录增量
private void Move(Vector2 swipeVector)
{
    // 计算的偏移与边界处理有关
    _IncreMoveVector.x = 计算的偏移X;//-swipeVector.x * MOVE_FACTOR;
    _IncreMoveVector.z = 计算的偏移Z;//-swipeVector.y * MOVE_FACTOR;
}

// 摄像机拉近拉远 记录增量
private void Zoom(float deltaPinch)
{
    // 计算的偏移与边界处理有关
    _IncreCameraDis = Mathf.Min(MAX_CAMERA_DIS, Mathf.Max(MIN_CAMERA_DIS, distanceFromTarget + deltaPinch * PINCH_FACTOR)) - distanceFromTarget;
}

private Vector3 GetMovePos()
{
    return _MovePos + _IncreMoveVector;
}

private float GetCameraDis()
{
    return distanceFromTarget + _IncreCameraDis;
}

// 线性插值 得出当前高度的视角
private Quaternion GetCameraCurrAngle(float t)
{
    if (t < 0 || t >= 1)
    {
        return Quaternion.Euler(FINAL_ANGLE, _cameraEuler.y, 0);
    }

    return Quaternion.Lerp(Quaternion.Euler(_cameraEuler.x, _cameraEuler.y, 0), Quaternion.Euler(FINAL_ANGLE, _cameraEuler.y, 0), t);
}

private void CameraGesture()
{
    Vector3 lookatPos = GetLookatPos();
    Quaternion q = GetCameraCurrAngle((GetCameraDis() - MIN_CAMERA_DIS) / (VERTICAL_CAMERA_DIS - MIN_CAMERA_DIS));
    transform.position = lookatPos - q * Vector3.forward * GetCameraDis() + GetMovePos();
    transform.eulerAngles = q.eulerAngles;
}


private void UpdateCamera()
{
    ...
    CameraGesture()
    ...
}

private void LateUpdate()
{
    UpdateCamera();

    if (_IncreCameraDis == 0 || _IncreMoveVector == Vector3.zero)
    {
            return;
    }
    // 边界检测
    if (CheckBoundary()) // 校验本次移动缩放合法,则把移动缩放增量加到总值
    {
        _MovePos += _IncreMoveVector;
        distanceFromTarget += _IncreCameraDis;
        _IncreMoveVector = Vector3.zero;
        _IncreCameraDis = 0;
    }
    else // 校验本次移动缩放越界,非法,则把移动缩放增量舍弃,并在同一帧 重新设置位置position与角度eulerAngles
    {
        _IncreMoveVector = Vector3.zero;
        _IncreCameraDis = 0;
        UpdateCamera();
    }
}

四. 如何快捷的调试缩放手感

使用工具 Unity Remote

下一篇: Unity透视相机下地图边界处理-海岛奇兵4

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