123 lines
4.4 KiB
C#
123 lines
4.4 KiB
C#
using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 摄像机边界(空气墙)—— 框定摄像机可移动的矩形范围。
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/// 摄像机碰到边界后停下,玩家仍可继续走。
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///
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/// 原理:在 LateUpdate(晚于 CameraFollow 的 Update)把摄像机位置钳制到
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/// 以本物体为中心、size 为尺寸的矩形内(仅 XZ 平面,Y 不限制)。
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/// [DefaultExecutionOrder(10000)] 保证本脚本在其它 LateUpdate 之后执行,
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/// 即使以后把 CameraFollow 改成 LateUpdate 也能正确钳制。
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///
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/// 为什么不会抖:
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/// CameraFollow 每帧用 Lerp 把摄像机往目标推(可能推出边界),
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/// 本脚本随后把它钳回边界。边界是固定直线,钳制结果每帧一致 → 稳定不抖。
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///
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/// 用法:
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/// 1. 场景中创建空物体,挂上此脚本
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/// 2. 把空物体放到摄像机活动范围的中心点
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/// 3. 设置 size(X=宽度,Y=深度,以本物体位置为中心)
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/// 4. targetCamera 留空则自动用 Camera.main
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/// 5. Scene 视图会显示青色线框,方便对齐
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/// </summary>
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[DefaultExecutionOrder(10000)]
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public class CameraBounds : MonoBehaviour
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{
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[Tooltip("要约束的摄像机(留空则使用 Camera.main)")]
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[SerializeField] private Camera targetCamera;
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[Tooltip("边界尺寸(X=宽度,Y=深度,以本物体位置为中心)")]
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[SerializeField] private Vector2 size = new Vector2(30f, 30f);
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[Tooltip("Scene 视图是否显示边界线框")]
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[SerializeField] private bool drawGizmo = true;
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[Tooltip("线框颜色")]
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[SerializeField] private Color gizmoColor = Color.cyan;
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private Transform _camTransform;
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private bool _resolved;
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private void Start()
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{
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ResolveCamera();
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}
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private void ResolveCamera()
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{
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var cam = targetCamera != null ? targetCamera : Camera.main;
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if (cam != null)
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{
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_camTransform = cam.transform;
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_resolved = true;
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}
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else
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{
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_resolved = false;
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}
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}
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private void LateUpdate()
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{
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if (!_resolved || _camTransform == null)
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{
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ResolveCamera();
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if (_camTransform == null) return;
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}
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Vector3 pos = _camTransform.position;
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Vector3 center = transform.position;
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float minX = center.x - size.x * 0.5f;
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float maxX = center.x + size.x * 0.5f;
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float minZ = center.z - size.y * 0.5f;
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float maxZ = center.z + size.y * 0.5f;
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_camTransform.position = new Vector3(
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Mathf.Clamp(pos.x, minX, maxX),
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pos.y,
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Mathf.Clamp(pos.z, minZ, maxZ)
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);
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}
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/// <summary>
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/// 把世界坐标钳制到边界内(仅 XZ,Y 不变)。供外部调用。
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/// </summary>
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public Vector3 ClampPosition(Vector3 pos)
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{
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Vector3 center = transform.position;
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return new Vector3(
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Mathf.Clamp(pos.x, center.x - size.x * 0.5f, center.x + size.x * 0.5f),
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pos.y,
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Mathf.Clamp(pos.z, center.z - size.y * 0.5f, center.z + size.y * 0.5f)
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);
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}
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private void OnDrawGizmos()
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{
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if (!drawGizmo) return;
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Vector3 c = transform.position;
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float hx = size.x * 0.5f;
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float hz = size.y * 0.5f;
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Vector3 p1 = new Vector3(c.x - hx, c.y, c.z - hz);
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Vector3 p2 = new Vector3(c.x + hx, c.y, c.z - hz);
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Vector3 p3 = new Vector3(c.x + hx, c.y, c.z + hz);
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Vector3 p4 = new Vector3(c.x - hx, c.y, c.z + hz);
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Gizmos.color = gizmoColor;
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Gizmos.DrawLine(p1, p2);
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Gizmos.DrawLine(p2, p3);
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Gizmos.DrawLine(p3, p4);
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Gizmos.DrawLine(p4, p1);
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// 中心十字
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Gizmos.color = new Color(gizmoColor.r, gizmoColor.g, gizmoColor.b, 0.6f);
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const float k = 0.5f;
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Gizmos.DrawLine(c - new Vector3(k, 0, 0), c + new Vector3(k, 0, 0));
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Gizmos.DrawLine(c - new Vector3(0, 0, k), c + new Vector3(0, 0, k));
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}
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}
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}
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