先恢复之前的视觉移动方案
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@@ -467,7 +467,7 @@ colorID: 3
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group:视觉检查
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position: -2052,-2351
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---
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<<if visited("End_memoryPaly")==false>>
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<<if visited("UF深入检查")==false>>
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me:没什么头绪,先看看别的地方
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<<Set_MouseMovementLockState EyeManager false>>
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<<switch_fix_system_to BodyModule>>
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@@ -3887,6 +3887,9 @@ MonoBehaviour:
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zoomDuration: 2
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sceneBoundsMin: {x: 37.6, y: -6.64}
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sceneBoundsMax: {x: 42.2, y: -5.21}
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viewCamera: {fileID: 105412842}
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parallaxEffectMultiplier: 0.1
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maxOffset: {x: 2, y: 2}
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--- !u!1001 &188784455
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -19,6 +19,14 @@ public class MouseFollowAndZoom : MonoBehaviour
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private bool isActive = false;
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private bool isLocked = false;
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public Camera viewCamera;
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public float parallaxEffectMultiplier = 0.1f;
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public Vector2 maxOffset = new Vector2(2f, 2f);
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private Vector3 initialPosition;
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private float viewOffset = 40.3f;
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// 读写访问
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public void SetIsActive(bool value)
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{
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@@ -33,6 +41,7 @@ public class MouseFollowAndZoom : MonoBehaviour
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void Start()
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{
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initialPosition = transform.position;
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targetIndicator.SetActive(false); // 初始时隐藏目标框
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eyemanager = FindObjectOfType<EyeSystem>();
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if (eyemanager == null)
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@@ -59,6 +68,33 @@ public class MouseFollowAndZoom : MonoBehaviour
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void HandleMouseMovement()
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
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worldMousePosition.z = 0; // 确保 z 为 0
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// 计算目标偏移量并反向
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Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
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targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
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targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
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// 平滑处理偏移量
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float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
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currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
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// 计算目标位置
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Vector3 targetPosition = initialPosition + currentOffset;
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// 限制目标位置在场景边界范围内
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targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
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targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
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// 使用插值(Lerp)平滑更新位置
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float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
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Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
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// 应用平滑后的位置
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transform.position = smoothedPosition;
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}
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@@ -66,7 +102,8 @@ public class MouseFollowAndZoom : MonoBehaviour
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{
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// 获取鼠标位置
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Vector3 mousePosition = Input.mousePosition;
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Vector3 worldPosition = Camera.main.ScreenToWorldPoint(mousePosition);
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mousePosition.x += viewOffset; // 添加偏移量
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Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
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// 检查是否有目标
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@@ -96,35 +133,35 @@ public class MouseFollowAndZoom : MonoBehaviour
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void HandleTargetIndicator()
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{
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// if (currentTarget == null)
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// {
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// targetIndicator.SetActive(false); // 隐藏指示器
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// return;
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// }
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if (currentTarget == null)
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{
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targetIndicator.SetActive(false); // 隐藏指示器
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return;
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}
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// // 获取目标的 BoxCollider2D
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// BoxCollider2D boxCollider = currentTarget.GetComponent<BoxCollider2D>();
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// if (boxCollider != null)
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// {
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// Vector3 boxCenter = boxCollider.bounds.center;
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// Vector3 boxSize = boxCollider.bounds.size;
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// 获取目标的 BoxCollider2D
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BoxCollider2D boxCollider = currentTarget.GetComponent<BoxCollider2D>();
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if (boxCollider != null)
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{
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Vector3 boxCenter = boxCollider.bounds.center;
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Vector3 boxSize = boxCollider.bounds.size;
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// // 转换为屏幕坐标
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// Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenter);
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// Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenter + boxSize) -
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// viewCamera.WorldToScreenPoint(boxCenter);
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// 转换为屏幕坐标
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Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenter);
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Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenter + boxSize) -
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viewCamera.WorldToScreenPoint(boxCenter);
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// // 设置目标框位置和大小
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// RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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// indicatorRectTransform.position = screenCenter;
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// indicatorRectTransform.sizeDelta = screenSize;
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// 设置目标框位置和大小
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RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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indicatorRectTransform.position = screenCenter;
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indicatorRectTransform.sizeDelta = screenSize;
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// // 设置目标名称
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// targetNameText.text = currentTarget.name;
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// 设置目标名称
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targetNameText.text = currentTarget.name;
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// // 显示指示器
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// targetIndicator.SetActive(true);
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// }
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// 显示指示器
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targetIndicator.SetActive(true);
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}
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}
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public void SetIndicatorTarget(EyeTarget target)
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