Pavel 的回答对我帮助很大,所以想与社区分享我的解决方案,以防它帮助其他人。我的场景是一个带有正交相机的 3D 世界。我正在研究的自上而下风格的 RTS。我希望平移和缩放像 Google 地图一样工作,当您平移和缩放时,鼠标始终停留在地图上的同一位置。这个脚本为我实现了这一点,并希望它足够强大,可以满足其他人的需求。我还没有对其进行大量测试,但我对它进行了评论,供初学者学习。
using UnityEngine;
// I usually attach this to my main camera, but in theory you can attach it to any object in scene, since it uses Camera.main instead of "this".
public class CameraMovement : MonoBehaviour
{
private Vector3 MouseDownPosition;
void Update()
{
// If mouse wheel scrolled vertically, apply zoom...
// TODO: Add pinch to zoom support (touch input)
if (Input.mouseScrollDelta.y != 0)
{
// Save location of mouse prior to zoom
var preZoomPosition = getWorldPoint(Input.mousePosition);
// Apply zoom (might want to multiply Input.mouseScrollDelta.y by some speed factor if you want faster/slower zooming
Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize + Input.mouseScrollDelta.y, 5, 80);
// How much did mouse move when we zoomed?
var delta = getWorldPoint(Input.mousePosition) - preZoomPosition;
// Rotate camera to top-down (right angle = 90) before applying adjustment (otherwise we get "slide" in direction of camera angle).
// TODO: If we allow camera to rotate on other axis we probably need to adjust that also. At any rate, you want camera pointing "straight down" for this part to work.
var rot = Camera.main.transform.localEulerAngles;
Camera.main.transform.localEulerAngles = new Vector3(90, rot.y, rot.z);
// Move the camera by the amount mouse moved, so that mouse is back in same position now.
Camera.main.transform.Translate(delta.x, delta.z, 0);
// Restore camera rotation
Camera.main.transform.localEulerAngles = rot;
}
// When mouse is first pressed, just save location of mouse/finger.
if (Input.GetMouseButtonDown(0))
{
MouseDownPosition = getWorldPoint(Input.mousePosition);
}
// While mouse button/finger is down...
if (Input.GetMouseButton(0))
{
// Total distance finger/mouse has moved while button is down
var delta = getWorldPoint(Input.mousePosition) - MouseDownPosition;
// Adjust camera by distance moved, so mouse/finger stays at exact location (in world, since we are using getWorldPoint for everything).
Camera.main.transform.Translate(delta.x, delta.z, 0);
}
}
// This works by casting a ray. For this to work well, this ray should always hit your "ground". Setup ignore layers if you need to ignore other colliders.
// Only tested this with a simple box collider as ground (just one flat ground).
private Vector3 getWorldPoint(Vector2 screenPoint)
{
RaycastHit hit;
Physics.Raycast(Camera.main.ScreenPointToRay(screenPoint), out hit);
return hit.point;
}
}