using System.Collections; using System.Collections.Generic; using UnityEngine; namespace SC.XR.Unity { public class CameraFollowerEdustry : FollowerBase { [Header("Following Settings")] public bool InstantFollowing;//是否无延迟跟随 public bool LinearFollowing;//是否线性移动 public Vector2 menu_size;//面板的长宽,默认面板的position在中心。 private Transform _slamHead; Vector2 initViewPoint;//相机画面的中点,坐标为(0.5f,0.5f) Vector3 viewPoint = Vector3.zero;// 面板坐标相对于相机画面的坐标。 Vector3 viewPoint_right = Vector3.zero;// 面板的上下左右端相对于相机画面的坐标。 Vector3 viewPoint_left = Vector3.zero; Vector3 viewPoint_top = Vector3.zero; Vector3 viewPoint_bot = Vector3.zero; bool isFollower = false; Vector3 originPos = Vector3.zero; Vector3 desPos = Vector3.zero; float journeyLength = 0f; public Camera Cam; void Start() { _slamHead = Cam.transform; initViewPoint = Cam.WorldToViewportPoint(_slamHead.position + (_slamHead.forward * WindowDistance)); InstantFollow(); } //Nonlinear Following by default protected override void Follow() { if (Cam == null) { return; } transform.position = Vector3.Lerp(transform.position, CalculateWindowPosition(Cam.transform), WindowFollowSpeed * Time.deltaTime); transform.rotation = Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Cam.transform), WindowFollowSpeed * Time.deltaTime); transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); } //Following camera without latency protected void InstantFollow() { transform.position = CalculateWindowPosition(Cam.transform); transform.rotation = CalculateWindowRotation(Cam.transform); transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); } //For Linear Following, turn down the WindowFollowSpeed to around 0.5 at distance = 1 for best experience protected void LinearFollow() { originPos = transform.position; desPos = CalculateWindowPosition(Cam.transform); journeyLength = Vector3.Distance(originPos, desPos); transform.position = Vector3.Lerp(originPos, desPos, (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed); transform.rotation = Quaternion.Slerp(transform.rotation, CalculateWindowRotation(Cam.transform), (Time.fixedDeltaTime) / journeyLength * WindowFollowSpeed); transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0); } protected override void LateUpdate() { if ((StopFollower == false)&& !InstantFollowing) { if (IsFollower() && !LinearFollowing) { Follow(); } else if (IsFollower() && LinearFollowing) { LinearFollow(); } else { Cam.transform.SetParent(null); Cam.transform.position = OpenXRCamera.Instance.head.position; Cam.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.transform.eulerAngles.y, 0); } } else if ((StopFollower == false) && InstantFollowing) { InstantFollow(); }else { Cam.transform.SetParent(null); Cam.transform.position = OpenXRCamera.Instance.head.position; Cam.transform.eulerAngles = new Vector3(0, OpenXRCamera.Instance.head.transform.eulerAngles.y, 0); } } protected bool IsFollower() { if (Cam == null || Cam == null) { return false; } viewPoint = Cam.WorldToViewportPoint(transform.position);// 面板在相机画面上的坐标 viewPoint_right = Cam.WorldToViewportPoint(transform.TransformPoint(new Vector3(menu_size.x/2, 0, 0)));// 面板边界在相机画面上的坐标 viewPoint_left = Cam.WorldToViewportPoint(transform.TransformPoint(new Vector3(-menu_size.x/2, 0, 0))); viewPoint_top = Cam.WorldToViewportPoint(transform.TransformPoint(new Vector3(0, menu_size.y/2, 0))); viewPoint_bot = Cam.WorldToViewportPoint(transform.TransformPoint(new Vector3(0, -menu_size.y/2, 0))); if (viewPoint_right.x > 1 || viewPoint_left.x < 0)//边界判断// || viewPoint_bot.y < 0 || viewPoint_top.y > 1 { isFollower = true; } else if (Mathf.Abs(viewPoint.x - initViewPoint.x) < 0.05f && Mathf.Abs(viewPoint.y - initViewPoint.y) < 0.05f)//停止跟随的边界判断 { isFollower = false; } return isFollower; } } }