Unity轻量观察相机
一、脚本功能简介
ObserveCamera
是一个可直接挂载到任意 GameObject 上的通用摄像机控制脚本,支持以下功能:
鼠标右键控制摄像机绕自身旋转(俯仰、水平)
鼠标左键拖拽目标对象进行平移(局部 XY 平面移动)
鼠标滚轮实现前后缩放(沿局部 Z 轴)
支持 DOTween 动画过渡:旋转和缩放
可分别启用或禁用旋转、拖拽、缩放三项功能
二、节点结构要求
该脚本依赖子节点来实现旋转、平移、缩放的分离控制,节点结构如下:
GameObject(挂载 ObserveCamera 脚本)
└── Move(控制平移)└── Zoom(控制缩放)
说明:
脚本节点用于响应鼠标旋转
Move
节点用于响应鼠标拖拽Zoom
节点(通常是相机)用于响应滚轮缩放(Z 轴前后移动)
三、基本使用方式
将
ObserveCamera.cs
脚本挂载到一个空物体上(例如名为ObserveRoot
)为其手动创建两个子节点
Move
和Zoom(
摄像机)
在 Inspector 中设置旋转范围、速度、缩放范围等参数
场景中必须存在一个
EventSystem
组件(用于 UI 检测)
运行后即可通过鼠标进行旋转、拖拽和缩放。
四、代码控制示例
你可以通过脚本提供的接口动态控制摄像机行为:
// 设置摄像机初始位置
observeCamera.SetObservePostion(new Vector3(0, 2f, -5));// 禁用所有交互
observeCamera.SetAllControlsEnabled(false);// 单独开启旋转功能
observeCamera.SetRotatable(true);// 使用动画旋转到指定角度
observeCamera.DoRotate(new Vector3(30f, 180f, 0f), 1.5f);// 使用动画进行缩放
observeCamera.DoZoom(-10f, 1f);// 重置平移偏移(回到 Move 节点原点)
observeCamera.ResetDrag();
五、属性说明
字段名 | 功能说明 |
---|---|
verticalRotationRange | 上下旋转的角度范围(x) |
verticalRotationSpeed | 鼠标上下移动时旋转的速度 |
horizontalRotationSpeed | 鼠标左右移动时旋转的速度 |
dampingTime | 旋转的平滑阻尼时间 |
dragSpeed | 拖拽移动的响应速度 |
zoomSpeed | 鼠标滚轮缩放的速度 |
zoomRange | 缩放的 Z 轴范围(负值) |
六、依赖说明
需要安装 DOTween 插件(用于实现 DoRotate / DoZoom 动画)
场景中必须存在 EventSystem(用于识别 UI 屏蔽交互)
当前版本支持 桌面端鼠标输入(未支持触控或手柄)
using System;
using DG.Tweening;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;/// <summary>
/// ObserveCamera 摄像机控制脚本
///
/// 支持功能:
/// - 鼠标右键旋转摄像机(绕自身旋转)
/// - 鼠标左键拖拽移动观察目标(平移控制)
/// - 鼠标滚轮进行缩放(沿Z轴缩放)
/// - 支持动画旋转与缩放(使用 DOTween)
/// - 可通过代码启用/禁用旋转、拖拽、缩放功能
///
/// 节点结构要求:
/// ObserveCamera(挂载本脚本)
/// └── Move(平移控制节点)
/// └── Zoom(缩放控制节点)应该是摄像机或者如果你使用了cinemachine间接联系了摄像机也可以
///
/// 用法示例:
/// 1. 拖动摄像机对象到场景中,确保其子节点结构为 Move > Zoom
/// 2. 在 Inspector 中设置旋转范围、速度、缩放范围等参数
/// 3. 在代码中调用控制方法:
///
/// - camera.SetAllControlsEnabled(false); // 禁用一切交互
/// - camera.DoRotate(new Vector3(30, 45, 0), 1.5f); // 动画旋转
/// - camera.DoZoom(-10f, 1.2f); // 动画缩放
/// - camera.ResetDrag(); // 重置平移偏移
///
/// 依赖项:
/// - 需要引用 DOTween 插件
/// - 需要场景中存在 EventSystem 组件
///
/// 注意事项:
/// - 控制节点名必须是 "Move" 和其子对象 "Zoom",否则会抛出异常
/// - 输入检测默认使用鼠标,仅在 PC 平台生效
/// - UI 交互区域(如按钮)上方将屏蔽控制(基于 EventSystem)
///
/// 作者:王维志
/// 日期:2025-08-06
/// </summary>public class ObserveCamera : MonoBehaviour
{[Header("上下旋转范围")] [SerializeField] private Vector2 verticalRotationRange = new Vector2(-45, 45);[Header("上下旋转速度")] [SerializeField] private float verticalRotationSpeed = 1.5f;[Header("左右旋转速度")] [SerializeField] private float horizontalRotationSpeed = 2f;[Header("到达目标角度的阻尼时间")] [SerializeField]private float dampingTime = 0.2f;[Header("拖拽速度")] [SerializeField] private float dragSpeed = 0.2f;[Header("鼠标滚轮缩放速度")] [SerializeField] private float zoomSpeed = 1f;[Header("缩放范围")] [SerializeField] private Vector2 zoomRange = new Vector2(-20, -5);[Header("目标角度")] [SerializeField] private Vector3 targetAngles;[Header("当前角度")] [SerializeField] public Vector3 followAngles;[Header("当前速度")] [SerializeField] public Vector3 followVelocity;[Header("初始旋转")] [SerializeField] public Quaternion originalRotation;[Header("是否正在拖拽子物体")] [SerializeField] private bool isDragging;[Header("移动节点")] public Transform moveTransform; // 控制移动的Transform[Header("缩放节点")] public Transform zoomTransform; // 控制旋转的Transformprivate Vector3 lastMousePosition; // 上一帧鼠标位置public bool IsRotatable { get; private set; } = true;public bool IsDraggable { get; private set; } = true;public bool IsZoomable { get; private set; } = true;private void Awake(){InitializeRotation();if (!moveTransform) moveTransform = transform.Find("Move");if (!zoomTransform) zoomTransform = moveTransform.Find("Zoom");if (moveTransform == null || zoomTransform == null){throw new Exception("节点缺失");}if (EventSystem.current == null){throw new Exception("EventSystem is null");}}private void InitializeRotation(){originalRotation = transform.localRotation;var eulerAngles = originalRotation.eulerAngles;eulerAngles.x = -eulerAngles.x;targetAngles = followAngles = eulerAngles;originalRotation.eulerAngles = Vector3.zero;}/// <summary>/// 设置观察位置/// </summary>/// <param name="originPosition"></param>public void SetObservePostion(Vector3 originPosition){transform.position = originPosition;}public void SetDraggable(bool canDrag){IsDraggable = canDrag;}public void SetZoomable(bool canZoom){IsZoomable = canZoom;}public void SetRotatable(bool isRotatable){IsRotatable = isRotatable;}public void SetAllControlsEnabled(bool isEnabled){IsDraggable = isEnabled;IsZoomable = isEnabled;IsRotatable = isEnabled;}/// <summary>/// 重置拖拽偏移/// </summary>public void ResetDrag(){moveTransform.localPosition = Vector3.zero;}private void Update(){HandleDrag();HandleRotate();Zoom();}#region 自用工具方法private bool IsPointerOverUI(){return EventSystem.current == null || EventSystem.current.IsPointerOverGameObject();}#endregion#region 拖拽private void HandleDrag(){if (Input.GetMouseButtonDown(0)) // 左键按下,开始拖拽{StartDragging();}if (Input.GetMouseButton(0)) // 左键拖拽过程中{DragObject();}if (Input.GetMouseButtonUp(0)) // 左键释放,停止拖拽{StopDragging();}}private void StartDragging(){if (!IsDraggable){return;}if (IsPointerOverUI()){return;}isDragging = true;lastMousePosition = Input.mousePosition; // 记录鼠标的初始位置}private void DragObject(){if (!isDragging){return;}Vector3 mouseDelta = Input.mousePosition - lastMousePosition; // 计算鼠标移动的差值// 根据鼠标移动更新子物体的位置(X、Y方向)Vector3 newPosition = moveTransform.localPosition;newPosition.x -= mouseDelta.x * dragSpeed; // 使用公开的拖拽速度newPosition.y -= mouseDelta.y * dragSpeed;moveTransform.localPosition = newPosition;lastMousePosition = Input.mousePosition; // 更新鼠标位置}private void StopDragging(){isDragging = false;}#endregion#region 旋转private void HandleRotate(){if (Input.GetMouseButton(1)) // 右键旋转{RotateControl();}}private void RotateControl(){//transform.localRotation = originalRotation;if (!IsRotatable){return;}// 获取鼠标移动输入float inputH = Input.GetAxis("Mouse X");float inputV = Input.GetAxis("Mouse Y");// 更新目标角度targetAngles.y += inputH * horizontalRotationSpeed; // 不限制左右旋转targetAngles.x += inputV * verticalRotationSpeed; // 鼠标Y轴反向旋转// 限制上下旋转范围targetAngles.x = Mathf.Clamp(targetAngles.x, verticalRotationRange.x, verticalRotationRange.y);// 平滑插值,避免旋转过程卡顿followAngles = Vector3.SmoothDamp(followAngles, targetAngles, ref followVelocity, dampingTime);// 防止微小误差导致的旋转漂移if (Vector3.SqrMagnitude(followAngles - targetAngles) < 1e-3f)followAngles = targetAngles;// 应用旋转transform.localRotation = originalRotation * Quaternion.Euler(-followAngles.x, followAngles.y, 0);}#endregion#region 缩放private void Zoom(){if (!IsZoomable) return;if (IsPointerOverUI()){return;}// 获取鼠标滚轮输入float scroll = Input.GetAxis("Mouse ScrollWheel");if (Mathf.Abs(scroll) > 0.01f) // 当滚轮移动时才进行操作{Vector3 newPosition = zoomTransform.localPosition;newPosition.z = Mathf.Clamp(newPosition.z + scroll * zoomSpeed,zoomRange.x, zoomRange.y); // 使用缩放速度并限制在范围内zoomTransform.localPosition = newPosition;}}#endregion#region Custompublic void DoRotate(Vector3 target, float duration){IsRotatable = false;transform.DOLocalRotate(target, duration).OnComplete(() =>{var temp = transform.localRotation.eulerAngles;temp.x = -temp.x;targetAngles = followAngles = temp;IsRotatable = true;});}public void DoRotate(Vector3 target, float duration, Action callback){IsRotatable = false;transform.DOLocalRotate(target, duration).OnComplete(() =>{var temp = transform.localRotation.eulerAngles;temp.x = -temp.x;targetAngles = followAngles = temp;IsRotatable = true;callback?.Invoke();});}public void DoZoom(float z, float duration){IsZoomable = false;zoomTransform.DOLocalMoveZ(z, duration).OnComplete(() => { IsZoomable = true; });}public void DoZoom(float z, float duration, UnityAction callBack){IsZoomable = false;zoomTransform.DOLocalMoveZ(z, duration).OnComplete(() =>{IsZoomable = true;callBack?.Invoke();});}#endregion
}