格子划分正常
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48
Assets/Scripts/Map/MapManager.Camera.cs
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48
Assets/Scripts/Map/MapManager.Camera.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public partial class MapManager : MonoBehaviour
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{
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private float moveSpeed = 10;
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private float mapRealWidth;
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private float mapRealHeight;
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private Vector3 lastMousePosition;
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private void UpdateCamera()
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{
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if (Input.GetAxis("Mouse ScrollWheel") < 0)
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{
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Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize + Time.deltaTime * moveSpeed * Camera.main.orthographicSize, 5, 40);
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}
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else if (Input.GetAxis("Mouse ScrollWheel") > 0)
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{
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Camera.main.orthographicSize = Mathf.Clamp(Camera.main.orthographicSize - Time.deltaTime * moveSpeed * Camera.main.orthographicSize, 5, 40);
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>϶<EFBFBD>ƽ<EFBFBD><C6BD>
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if (Input.GetMouseButtonDown(2)) // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
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{
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lastMousePosition = Input.mousePosition;
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}
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else if (Input.GetMouseButton(2)) // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ס
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{
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Vector3 delta = Input.mousePosition - lastMousePosition;
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Vector3 move = new Vector3(-delta.x, -delta.y, 0) * Time.deltaTime * Camera.main.orthographicSize; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD><C5B5><EFBFBD><EFBFBD>ٶ<EFBFBD>
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Vector3 newPosition = Camera.main.transform.position + move;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>Χ<EFBFBD><CEA7><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>ͼ<EFBFBD>߽磩
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newPosition.x = Mathf.Clamp(newPosition.x, 0, mapRealWidth);
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newPosition.y = Mathf.Clamp(newPosition.y, 0, mapRealHeight);
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Camera.main.transform.position = newPosition;
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lastMousePosition = Input.mousePosition; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
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}
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}
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private void ReseCamera(float x, float y)
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{
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Camera.main.transform.position = new Vector3(x / 2, y / 2, -10);
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Camera.main.orthographicSize = 5;
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mapRealWidth = x;
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mapRealHeight = y;
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}
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}
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