From 4e21d75e0baa84eef6553876b70a8b9ca2a69c4e Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sat, 28 Sep 2024 22:12:14 +0800 Subject: [PATCH] =?UTF-8?q?=E6=96=B0=E5=A2=9E=E8=A7=86=E8=A7=89=E9=83=A8?= =?UTF-8?q?=E5=88=86=E8=B7=9F=E9=9A=8F=E9=BC=A0=E6=A0=87=E7=A7=BB=E5=8A=A8?= =?UTF-8?q?=E7=9A=84=E5=8A=9F=E8=83=BD=E6=B5=8B=E8=AF=95=E7=89=88=E6=9C=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/mouseEffectTest.unity | 2327 +++++++++++++++++ Assets/Scenes/mouseEffectTest.unity.meta | 7 + .../Effect/LayeredMouseFollowEffect.cs | 18 + .../Effect/LayeredMouseFollowEffect.cs.meta | 11 + .../FixSystem/Effect/MouseFollowEffect.cs | 182 ++ .../Effect/MouseFollowEffect.cs.meta | 11 + ProjectSettings/TagManager.asset | 1 + 7 files changed, 2557 insertions(+) create mode 100644 Assets/Scenes/mouseEffectTest.unity create mode 100644 Assets/Scenes/mouseEffectTest.unity.meta create mode 100644 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externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs b/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs new file mode 100644 index 000000000..3a4bfad57 --- /dev/null +++ b/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LayeredMouseFollowEffect : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs.meta b/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs.meta new file mode 100644 index 000000000..36cbc9c98 --- /dev/null +++ b/Assets/Scripts/FixSystem/Effect/LayeredMouseFollowEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5b9cff36fb1634846bdb805afde8401d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs new file mode 100644 index 000000000..6f3b8bde0 --- /dev/null +++ b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; +using TMPro; + +public class MouseFollowAndZoom : MonoBehaviour +{ + public float parallaxEffectMultiplier = 0.1f; + public Vector2 maxOffset = new Vector2(2f, 2f); + public GameObject targetIndicator; // UI 目标框 + public TMP_Text targetNameText; // 显示目标名称的文本 + public Button exitZoomButton; // 退出缩放的按钮 + public float zoomInScale = 1.5f; // 缩放倍数 + public float zoomDuration = 1.0f; // 缩放持续时间(减慢) + public Vector2 sceneBoundsMin; // 场景边界的左下角 + public Vector2 sceneBoundsMax; // 场景边界的右上角 + + private Camera mainCamera; + private Vector3 initialPosition; + private Vector3 zoomedInPosition; // 保存缩放时的相机位置 + private bool isZoomedIn = false; + private Transform currentTarget; + + void Start() + { + mainCamera = Camera.main; + initialPosition = transform.position; + targetIndicator.SetActive(false); // 初始时隐藏目标框 + exitZoomButton.gameObject.SetActive(false); // 初始时隐藏退出按钮 + exitZoomButton.onClick.AddListener(ExitZoom); + } + + void Update() + { + if (isZoomedIn) return; // 如果已经缩放,不再更新位置 + + HandleMouseMovement(); + HandleTargetIndicator(); + } + + void HandleMouseMovement() + { + // 获取鼠标位置 + Vector3 mousePosition = Input.mousePosition; + Vector3 worldMousePosition = mainCamera.ScreenToWorldPoint(mousePosition); + worldMousePosition.z = 0; // 确保 z 为 0 + + // 计算偏移量并反向 + Vector3 offset = (mainCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier; + offset.x = Mathf.Clamp(offset.x, -maxOffset.x, maxOffset.x); + offset.y = Mathf.Clamp(offset.y, -maxOffset.y, maxOffset.y); + + // 更新位置 + Vector3 targetPosition = initialPosition + offset; + transform.DOMove(targetPosition, 0.2f).SetEase(Ease.OutSine); + } + + void HandleTargetIndicator() + { + // 获取鼠标位置 + Vector3 mousePosition = Input.mousePosition; + RaycastHit2D hit = Physics2D.Raycast(mainCamera.ScreenToWorldPoint(mousePosition), Vector2.zero); + + if (hit.collider != null && hit.collider.CompareTag("Target")) // 检查是否是目标 Sprite + { + targetIndicator.SetActive(true); + BoxCollider2D boxCollider = hit.collider.GetComponent(); + + if (boxCollider != null) + { + // 获取 BoxCollider2D 的大小和位置 + Vector3 boxCenter = boxCollider.bounds.center; + Vector3 boxSize = boxCollider.bounds.size; + + // 转换为屏幕坐标 + Vector3 screenCenter = mainCamera.WorldToScreenPoint(boxCenter); + Vector2 screenSize = mainCamera.WorldToScreenPoint(boxCenter + boxSize) - mainCamera.WorldToScreenPoint(boxCenter); + + // 设置目标框位置和大小 + RectTransform indicatorRectTransform = targetIndicator.GetComponent(); + indicatorRectTransform.position = screenCenter; + + // 动画效果:先放大再缩小 + indicatorRectTransform.localScale = Vector3.one * 1.5f; + indicatorRectTransform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutBounce); + indicatorRectTransform.sizeDelta = screenSize; + + // 设置目标名称 + targetNameText.text = hit.collider.name; + } + + // 点击目标框触发缩放 + if (Input.GetMouseButtonDown(0)) + { + currentTarget = hit.collider.transform; + ZoomIn(); + } + } + else + { + targetIndicator.SetActive(false); + } + } + + void ZoomIn() + { + isZoomedIn = true; + targetIndicator.SetActive(false); // 隐藏目标框 + + Vector3 targetPosition = currentTarget.position; + targetPosition.z = -10; // 确保 Z 轴位置为 -10 + + // 防止相机超出场景边界 + float cameraHalfHeight = mainCamera.orthographicSize; + float cameraHalfWidth = cameraHalfHeight * mainCamera.aspect; + targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x + cameraHalfWidth, sceneBoundsMax.x - cameraHalfWidth); + targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y + cameraHalfHeight, sceneBoundsMax.y - cameraHalfHeight); + + // 动画效果:缩放相机 + mainCamera.transform.DOMove(targetPosition, zoomDuration).SetEase(Ease.OutExpo); // 使用更平滑的缓动 + mainCamera.DOOrthoSize(mainCamera.orthographicSize / zoomInScale, zoomDuration).SetEase(Ease.OutExpo).OnComplete(() => + { + // 缩放结束后显示退出按钮 + ShowExitButton(); + }); + } + + void ShowExitButton() + { + // 设置按钮位置在目标上方 + Vector3 buttonPosition = currentTarget.position; + buttonPosition.z = 0; // 确保 z 为 0 + buttonPosition.y += 1.0f; // 根据需要调整按钮的高度 + + exitZoomButton.transform.position = mainCamera.WorldToScreenPoint(buttonPosition); // 将按钮位置设置为目标上方 + exitZoomButton.gameObject.SetActive(true); // 显示退出缩放按钮 + } + + void ExitZoom() + { + if (!isZoomedIn) return; // 如果没有缩放则直接返回 + + isZoomedIn = false; + targetIndicator.SetActive(false); // 确保在退出缩放时隐藏目标框 + exitZoomButton.gameObject.SetActive(false); // 隐藏退出缩放按钮 + + // 计算目标缩放 + float targetOrthoSize = mainCamera.orthographicSize * zoomInScale; + + // 获取缩放时的目标位置 + Vector3 targetPosition = currentTarget.position; + targetPosition.z = -10; // 确保 Z 轴位置为 -10 + + // 确保目标位置在边界内 + float cameraHalfHeight = targetOrthoSize; // 使用目标缩放计算边界 + float cameraHalfWidth = cameraHalfHeight * mainCamera.aspect; + + targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x + cameraHalfWidth, sceneBoundsMax.x - cameraHalfWidth); + targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y + cameraHalfHeight, sceneBoundsMax.y - cameraHalfHeight); + + // 动画效果:先缩放再移动 + Sequence zoomOutSequence = DOTween.Sequence(); + zoomOutSequence.Append(mainCamera.DOOrthoSize(targetOrthoSize, zoomDuration).SetEase(Ease.OutExpo)); + zoomOutSequence.Join(mainCamera.transform.DOMove(targetPosition, zoomDuration).SetEase(Ease.OutExpo)); + } + + void OnDrawGizmos() + { + // 设置 Gizmos 颜色 + Gizmos.color = Color.red; + + // 绘制场景边界 + Vector3 bottomLeft = new Vector3(sceneBoundsMin.x, sceneBoundsMin.y, 0); + Vector3 topRight = new Vector3(sceneBoundsMax.x, sceneBoundsMax.y, 0); + + // 绘制边界框 + Gizmos.DrawLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, 0)); + Gizmos.DrawLine(bottomLeft, new Vector3(topRight.x, bottomLeft.y, 0)); + Gizmos.DrawLine(topRight, new Vector3(bottomLeft.x, topRight.y, 0)); + Gizmos.DrawLine(topRight, new Vector3(topRight.x, bottomLeft.y, 0)); + } +} diff --git a/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs.meta b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs.meta new file mode 100644 index 000000000..dbf4d743a --- /dev/null +++ b/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ce315967daa3374e9d7fa30e60eafd2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index a2122f633..c643473a7 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -7,6 +7,7 @@ TagManager: - Moveable - Shaft - EyeTarget + - Target layers: - Default - TransparentFX