Files
aibis-dream/Assets/Scripts/FixSystem/Effect/MouseFollowEffect.cs
T

193 lines
6.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
using UnityEditor.Localization.Plugins.XLIFF.V12;
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
public Camera viewCamera;
private Camera MainCamera;
private Vector3 initialPosition;
private Vector3 zoomedInPosition; // 保存缩放时的相机位置
private bool isZoomedIn = false;
private EyeManager eyemanager;
private float viewOffset=40.3f;
private bool isActive=false;
private bool isInTargetProcessing=false;
// 只读访问
public bool GetMyPrivateVariable()
{
return isActive;
}
// 读写访问
public void SetIsActive(bool value)
{
isActive = value;
}
void Start()
{
MainCamera = Camera.main;
initialPosition = transform.position;
targetIndicator.SetActive(false); // 初始时隐藏目标框
eyemanager=FindObjectOfType<EyeManager>();
if (eyemanager == null)
{
Debug.LogError("EyeManager instance not found in the scene.");
}
}
void Update()
{
//if (isZoomedIn) return; // 如果已经缩放,不再更新位置
if(!isActive) return;
// if(!isInTargetProcessing)
// {
// }
HandleMouseMovement();
HandleTargetIndicator();
}
private Vector3 currentOffset; // 当前的偏移量
void HandleMouseMovement()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
Vector3 worldMousePosition = viewCamera.ScreenToWorldPoint(mousePosition);
worldMousePosition.z = 0; // 确保 z 为 0
// 计算目标偏移量并反向
Vector3 targetOffset = (viewCamera.transform.position - worldMousePosition) * parallaxEffectMultiplier;
targetOffset.x = Mathf.Clamp(targetOffset.x, -maxOffset.x, maxOffset.x);
targetOffset.y = Mathf.Clamp(targetOffset.y, -maxOffset.y, maxOffset.y);
// 平滑处理偏移量
float smoothFactor = 0.01f; // 平滑系数,值越小平滑效果越强,响应越慢
currentOffset = Vector3.Lerp(currentOffset, targetOffset, smoothFactor);
// 计算目标位置
Vector3 targetPosition = initialPosition + currentOffset;
// 限制目标位置在场景边界范围内
targetPosition.x = Mathf.Clamp(targetPosition.x, sceneBoundsMin.x, sceneBoundsMax.x);
targetPosition.y = Mathf.Clamp(targetPosition.y, sceneBoundsMin.y, sceneBoundsMax.y);
// 使用插值(Lerp)平滑更新位置
float followSpeed = 0.1f; // 跟随速度,值越小延迟越大
Vector3 smoothedPosition = Vector3.Lerp(transform.position, targetPosition, followSpeed);
// 应用平滑后的位置
transform.position = smoothedPosition;
}
void HandleTargetIndicator()
{
// 获取鼠标位置
Vector3 mousePosition = Input.mousePosition;
mousePosition.x+=viewOffset;
Vector3 worldPosition = viewCamera.ScreenToWorldPoint(mousePosition);
//worldPosition.x+=viewOffset;
RaycastHit2D hit = Physics2D.Raycast(worldPosition, Vector2.zero);
if(hit.collider!=null)
{
Debug.Log(hit.collider.gameObject.name);
}
if (hit.collider != null && hit.collider.CompareTag("EyeTarget")) // 检查是否是目标 Sprite
{
Debug.Log("find target");
targetIndicator.SetActive(true);
BoxCollider2D boxCollider = hit.collider.GetComponent<BoxCollider2D>();
if (boxCollider != null)
{
// 获取 BoxCollider2D 的大小和位置
Vector3 boxCenter = boxCollider.bounds.center;
//boxCenter.x-=viewOffset;
Vector3 boxSize = boxCollider.bounds.size;
//Vector3 boxCenterModify=new Vector3(boxCenter.x-viewOffset,boxCenter.y,boxCenter.z);
Vector3 boxCenterModify=boxCenter;
// 转换为屏幕坐标
Vector3 screenCenter = viewCamera.WorldToScreenPoint(boxCenterModify);
Vector2 screenSize = viewCamera.WorldToScreenPoint(boxCenterModify + boxSize) - viewCamera.WorldToScreenPoint(boxCenterModify);
// 设置目标框位置和大小
RectTransform indicatorRectTransform = targetIndicator.GetComponent<RectTransform>();
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))
{
Debug.Log("点击目标触发了");
EyeTarget target;
if (hit.collider != null && hit.collider.GetComponent<EyeTarget>() != null)
{
isInTargetProcessing = true;
target = hit.collider.GetComponent<EyeTarget>();
eyemanager.SetTarget(target);
}
else
{
Debug.LogWarning("The collider does not have an EyeTarget component.");
}
}
}
else
{
targetIndicator.SetActive(false);
}
}
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));
}
}