NG_/Assets/Scripts/3D/开放实验室/EnterLab.cs

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2024-12-13 19:40:05 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 进入实验室的脚本
public class EnterLab : MonoBehaviour
{
public Transform targetPosition; // 目标位置
public Transform targetRotation; // 目标旋转(或直接指定一个 Quaternion
public GameObject targetObject; // 目标对象(如果有)
public Camera camera; // 相机
public GameObject labUI; // 实验室UI
public GameObject systemUI; // 系统UI
public GameObject labCeiling; // 实验室天花板
public List<GameObject> hiddenObjectParents; // 实验室物体
public float cameraSize = 60f;
private float moveSpeed = 6.0f; // 移动速度
private float rotationSpeed = 3.0f; // 旋转速度
private bool isMoving = false;
public void OnMouseDown()
{
if (CameraMove.isStaticMove)
{
return;
}
print("点击了相机");
labCeiling.SetActive(true);
systemUI.SetActive(false);
camera.orthographicSize = cameraSize;
// 隐藏两边UI
foreach (GameObject obj in hiddenObjectParents)
{
foreach (Transform child in obj.transform)
{
child.gameObject.SetActive(false);
}
}
MoveToTarget();
}
public void MoveToTarget()
{
isMoving = true;
CameraMove.isStaticMove = true;
camera.orthographic = false;
camera.fieldOfView = cameraSize;
}
void Update()
{
if (isMoving)
{
// 平滑移动
camera.transform.position = Vector3.Lerp(camera.transform.position, targetPosition.position, moveSpeed * Time.deltaTime);
// 平滑旋转
camera.transform.rotation = Quaternion.Slerp(camera.transform.rotation, targetRotation.rotation, rotationSpeed * Time.deltaTime);
// 检查是否接近目标位置和旋转
if (Vector3.Distance(camera.transform.position, targetPosition.position) < 0.1f &&
Quaternion.Angle(camera.transform.rotation, targetRotation.rotation) < 0.1f)
{
camera.transform.position = targetPosition.position;
camera.transform.rotation = targetRotation.rotation;
isMoving = false;
CameraMove.isStaticMove = false;
labUI.SetActive(true);
if (targetObject!= null)
{
}
}
}
}
}