所谓RTS就是即时战略游戏(Real-Time Strategy Game)。
话不多说直接看一下demo:
相机的层级关系(移动的操作是对父物体进行操作,而缩放是对子物体主相机的操作):
以此场景为例,自己设置的一些参数,主要是移动速度,边界、缩放限制等。
代码如下(挂载到相机的父物体上)。有两种鼠标的控制方式,一种是边界检测,一种是鼠标拖动。这个代码是完整版的,也就是键盘也可以控制相机移动缩放的,如果只需要鼠标控制的,请往下看:
using UnityEngine; /// <summary> /// /// * Writer:June /// * /// * Data:2021.3.9 /// * /// * Function:RTS模式的相机移动 /// * /// * Remarks: /// /// </summary> public class CameraMoveControl : MonoBehaviour { #region 移动 /// <summary> /// 移动速度 /// </summary> private float panSpeed; /// <summary> /// 正常速度 /// </summary> [SerializeField] private float normalSpeed; /// <summary> /// 按shift加速 /// </summary> [SerializeField] private float speedUp; /// <summary> /// 缓冲时间 /// </summary> [SerializeField] private float moveTime; private Vector3 newPos; /// <summary> /// 边界限制 /// </summary> [SerializeField] private float xLimMin, xLimMax; /// <summary> /// 这里的Y是指屏幕上下平移的限制 /// </summary> [SerializeField] private float yLimMin, yLimMax; //-----------------------------------------------鼠标拖动操作相关字段---------------------------------------------------- private Camera mainCamrea; private Vector3 startPoint, currentPoint; #endregion #region 缩放 /// <summary> /// 主摄像机的位置组件 /// </summary> private Transform mainCamreaTF; /// <summary> /// 缩放向量 /// tips:相机的放大缩小改变的是相机自身坐标的yz值 /// </summary> [SerializeField] private Vector3 zoomV3; /* * 需要注意的是缩放限制: * x轴与y轴限制后的缩放比值要一致,不然会出现缩放不平滑的现象 * */ /// <summary> /// 缩放最大最小值 /// </summary> [SerializeField] private Vector3 zoomMin, zoomMax; private Vector3 newMainCamreaPos; /// <summary> /// 缩放时间 /// </summary> [SerializeField] private float zoomTime; #endregion private void Start() { //判断是否有子物体 mainCamreaTF = transform.childCount > 0 ? transform.GetChild(0) : null; if (mainCamreaTF) newMainCamreaPos = mainCamreaTF.localPosition; mainCamrea = Camera.main; } private void Update() { //按左shift加速 panSpeed = Input.GetKey(KeyCode.LeftShift) ? speedUp : normalSpeed; //移动 ControlCamreaMove(); //缩放 ControlCamreaZoom(); } /// <summary> /// 控制相机缩放 /// </summary> private void ControlCamreaZoom() { if (mainCamreaTF) { if (Input.GetKey(KeyCode.R)) newMainCamreaPos += zoomV3 * Time.deltaTime;//放大 if (Input.GetKey(KeyCode.F)) newMainCamreaPos -= zoomV3 * Time.deltaTime;//缩小 newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3; ZoomLimit(ref newMainCamreaPos); //刷新最终位置 mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime); } } /// <summary> /// 控制相机移动 /// </summary> private void ControlCamreaMove() { Vector3 movePos = transform.position; newPos.Set(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); #region 鼠标操作 #region 方式1(鼠标到达边缘,检测后操作相机移动) //Vector2 mousePos = Input.mousePosition; //鼠标在四个边缘检测 //if (mousePos.x > Screen.width * 0.9f && mousePos.x < Screen.width) newPos.x = 1; //if (mousePos.x < Screen.width * 0.1f && mousePos.x > 0) newPos.x = -1; //if (mousePos.y > Screen.height * 0.9f && mousePos.y < Screen.height) newPos.z = 1; //if (mousePos.y < Screen.height * 0.1f && mousePos.y > 0) newPos.z = -1; movePos += newPos.normalized * panSpeed * Time.deltaTime; #endregion #region 方式2(鼠标右键拖动控制相机移动) //首先判断相机是否为空 if (mainCamrea) { //鼠标右键按下时记录起始位置 if (Input.GetMouseButtonDown(1)) { //新建的世界坐标系下的平面,用于检测射线 Plane plane = new Plane(Vector3.up, Vector3.zero); Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition); float distance; if (plane.Raycast(ray, out distance)) { //获取碰撞位置 startPoint = ray.GetPoint(distance); } } //鼠标右键一直按下时记录当前点位置 if (Input.GetMouseButton(1)) { Plane plane = new Plane(Vector3.up, Vector3.zero); Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition); float distance; if (plane.Raycast(ray, out distance)) { currentPoint = ray.GetPoint(distance); } movePos += (startPoint - currentPoint); } } #endregion #endregion BoundaryLimit(ref movePos); transform.position = Vector3.Lerp(transform.position, movePos, moveTime); } /// <summary> /// 边界限制 /// </summary> /// <param name="_pos">要限制的目标向量</param> private void BoundaryLimit(ref Vector3 _pos) { _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax); _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax); } /// <summary> /// 缩放限制 /// </summary> /// <param name="_v3">要限制的目标向量</param> private void ZoomLimit(ref Vector3 _v3) { _v3.y = Mathf.Clamp(_v3.y, zoomMin.y, zoomMax.y); _v3.z = Mathf.Clamp(_v3.z, zoomMin.z, zoomMax.z); } }
这个代码是后来我觉得其实没必要用键盘来操控相机,根据我玩过的一些类似游戏,比较多都是鼠标操作的,所以删了键盘操作的部分:
using UnityEngine; /// <summary> /// /// * Writer:June /// * /// * Data:2021.3.9 /// * /// * Function:RTS模式的相机移动 /// * /// * Remarks: /// /// </summary> public class CameraMoveControl : MonoBehaviour { #region 移动 /// <summary> /// 移动速度 /// </summary> private float panSpeed; /// <summary> /// 正常速度 /// </summary> [SerializeField] private float normalSpeed; /// <summary> /// 按shift加速 /// </summary> [SerializeField] private float speedUp; /// <summary> /// 缓冲时间 /// </summary> [SerializeField] private float moveTime; private Vector3 newPos; /// <summary> /// 边界限制 /// </summary> [SerializeField] private float xLimMin, xLimMax; /// <summary> /// 这里的Y是指屏幕上下平移的限制 /// </summary> [SerializeField] private float yLimMin, yLimMax; //-----------------------------------------------鼠标拖动操作相关字段---------------------------------------------------- private Camera mainCamrea; private Vector3 startPoint, currentPoint; #endregion #region 缩放 /// <summary> /// 主摄像机的位置组件 /// </summary> private Transform mainCamreaTF; /// <summary> /// 缩放向量 /// tips:相机的放大缩小改变的是相机自身坐标的yz值 /// </summary> [SerializeField] private Vector3 zoomV3; /* * 需要注意的是缩放限制: * x轴与y轴限制后的缩放比值要一致,不然会出现缩放不平滑的现象 * */ /// <summary> /// 缩放最大最小值 /// </summary> [SerializeField] private Vector3 zoomMin, zoomMax; private Vector3 newMainCamreaPos; /// <summary> /// 缩放时间 /// </summary> [SerializeField] private float zoomTime; #endregion private void Start() { //判断是否有子物体 mainCamreaTF = transform.childCount > 0 ? transform.GetChild(0) : null; if (mainCamreaTF) newMainCamreaPos = mainCamreaTF.localPosition; mainCamrea = Camera.main; } private void Update() { //按左shift加速 panSpeed = Input.GetKey(KeyCode.LeftShift) ? speedUp : normalSpeed; //移动 ControlCamreaMove(); //缩放 ControlCamreaZoom(); } /// <summary> /// 控制相机缩放 /// </summary> private void ControlCamreaZoom() { if (mainCamreaTF) { newMainCamreaPos += Input.GetAxis("Mouse ScrollWheel") * zoomV3; ZoomLimit(ref newMainCamreaPos); //刷新最终位置 mainCamreaTF.localPosition = Vector3.Lerp(mainCamreaTF.localPosition, newMainCamreaPos, zoomTime * Time.deltaTime); } } /// <summary> /// 控制相机移动 /// </summary> private void ControlCamreaMove() { Vector3 movePos = transform.position; newPos = Vector3.zero; #region 鼠标操作 #region 方式1(鼠标到达边缘,检测后操作相机移动) Vector2 mousePos = Input.mousePosition; //鼠标在四个边缘检测 if (mousePos.x > Screen.width * 0.9f && mousePos.x < Screen.width) newPos.x = 1; if (mousePos.x < Screen.width * 0.1f && mousePos.x > 0) newPos.x = -1; if (mousePos.y > Screen.height * 0.9f && mousePos.y < Screen.height) newPos.z = 1; if (mousePos.y < Screen.height * 0.1f && mousePos.y > 0) newPos.z = -1; movePos += newPos.normalized * panSpeed * Time.deltaTime; #endregion #region 方式2(鼠标右键拖动控制相机移动) //首先判断相机是否为空 if (mainCamrea) { //鼠标右键按下时记录起始位置 if (Input.GetMouseButtonDown(1)) { //新建的世界坐标系下的平面,用于检测射线 Plane plane = new Plane(Vector3.up, Vector3.zero); Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition); float distance; if (plane.Raycast(ray, out distance)) { //获取碰撞位置 startPoint = ray.GetPoint(distance); } } //鼠标右键一直按下时记录当前点位置 if (Input.GetMouseButton(1)) { Plane plane = new Plane(Vector3.up, Vector3.zero); Ray ray = mainCamrea.ScreenPointToRay(Input.mousePosition); float distance; if (plane.Raycast(ray, out distance)) { currentPoint = ray.GetPoint(distance); } movePos += (startPoint - currentPoint); } } #endregion #endregion BoundaryLimit(ref movePos); transform.position = Vector3.Lerp(transform.position, movePos, moveTime); } /// <summary> /// 边界限制 /// </summary> /// <param name="_pos">要限制的目标向量</param> private void BoundaryLimit(ref Vector3 _pos) { _pos.x = Mathf.Clamp(_pos.x, xLimMin, xLimMax); _pos.z = Mathf.Clamp(_pos.z, yLimMin, yLimMax); } /// <summary> /// 缩放限制 /// </summary> /// <param name="_v3">要限制的目标向量</param> private void ZoomLimit(ref Vector3 _v3) { _v3.y = Mathf.Clamp(_v3.y, zoomMin.y, zoomMax.y); _v3.z = Mathf.Clamp(_v3.z, zoomMin.z, zoomMax.z); } }
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