lstmdg 1 rok pred
rodič
commit
737523eb86
100 zmenil súbory, kde vykonal 25417 pridanie a 9786 odobranie
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      .gitignore
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      Shooting game/.vs/Shooting game/v16/.suo
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      Shooting game/Assets/Scenes/SampleScene.unity
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+ 40 - 0
.gitignore

@@ -0,0 +1,40 @@
+[Ll]ibrary/
+[Tt]emp/
+[Oo]bj/
+[Bb]uild/
+[Bb]uilds/
+Assets/AssetStoreTools*
+ 
+# Visual Studio cache directory
+.vs/
+ 
+# Visual Studio Code cache directory
+.vscode/
+ 
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+Logs/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.opendb
+ 
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+ 
+# Unity3D Generated File On Crash Reports
+sysinfo.txt
+ 
+# Builds
+*.apk
+*.unitypackage

BIN
Shooting game/.vs/Shooting game/v16/.suo


+ 1 - 1
Shooting game/Assets/Scenes/SampleScene.unity

@@ -568,7 +568,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 374a3cd853aeaca4dbaf766021cd7c83, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  speed: 1
+  speed: 10
   jumpPower: 5
   gravity: 7
   mousespeed: 5

BIN
Shooting game/Library/ArtifactDB


BIN
Shooting game/Library/Artifacts/17/17e25ae132bcf67f55a8e372ecfa2e0f


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Shooting game/Library/Artifacts/df/df264d46cc250dd82e0177aa0ea20361


BIN
Shooting game/Library/Bee/TundraBuildState.state


BIN
Shooting game/Library/Bee/TundraBuildState.state.map


+ 1366 - 1325
Shooting game/Library/Bee/backend_profiler0.traceevents

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 ,

+ 1374 - 1333
Shooting game/Library/Bee/fullprofile.json

@@ -9,1340 +9,1381 @@
 { "pid": 0, "tid": -1, "ph": "M", "name": "process_name", "args": { "name": "BeeDriver" } },
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BIN
Shooting game/Library/Bee/tundra.digestcache


Rozdielové dáta súboru neboli zobrazené, pretože súbor je príliš veľký
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Shooting game/Library/Bee/tundra.log.json


BIN
Shooting game/Library/SceneVisibilityState.asset


BIN
Shooting game/Library/Search/transactions.db


BIN
Shooting game/Library/SourceAssetDB


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Shooting game/Logs/AssetImportWorker1-prev.log

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-========================================================================
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U3DHMI/Assets/Scripts/AfSimpleExtension.cs

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+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+/** AfSimpleExtension : Unity简单扩展插件
+ * 
+ *  作者:邵发
+ *  官网:https://afanihao.cn
+ *  
+ *  本插件是【Unity3D入门教程】的配套插件,最新版本在课程网盘中获取!
+ *  
+ *  更新日志:
+ *  - 2022-1-28
+ *  
+ */
+
+public class AfSimpleExtension : Editor
+{
+    static Quaternion lastRotation;
+    //static int view = 0; // 当前视角
+
+    /** 打印日志
+     * 
+    */
+    static void ShowLog(string message)
+    {
+        string time = DateTime.Now.ToString("HH:mm"); ;
+        time = "[ " + time + " ] - ";
+
+        Debug.Log(time + message);
+    }
+
+    [MenuItem("AF/正交顶视图 _1" , false , 100)]
+    static void ISO_TopView()
+    {
+        SceneView view = SceneView.lastActiveSceneView;
+
+        if (!view.orthographic)
+        {
+            ISO_View( new Vector3(90, 0, 0));
+            ShowLog("正交顶视图");
+        }
+        else
+        {
+            Persp_View();
+        }
+    }
+
+    [MenuItem("AF/正交后视图 _2", false, 100)]
+    static void ISO_BackView()
+    {
+        SceneView view = SceneView.lastActiveSceneView;
+
+        if (!view.orthographic)
+        {
+            ISO_View(new Vector3(0, 0, 0));
+            ShowLog("正交后视图");
+        }
+        else
+        {
+            Persp_View();
+        }
+    }
+
+    [MenuItem("AF/正交右视图 _3" , false, 100)]
+    static void ISO_RightView()
+    {
+        SceneView view = SceneView.lastActiveSceneView;
+
+        if (!view.orthographic)
+        {
+            ISO_View(new Vector3(0, -90, 0));
+            ShowLog("正交右视图");
+        }
+        else
+        {
+            Persp_View();           
+        }
+    }
+        
+
+    static void ISO_View( Vector3 angle )
+    {
+        SceneView view = SceneView.lastActiveSceneView;
+        view.orthographic = true;
+        lastRotation = view.rotation;
+        view.rotation = Quaternion.Euler(angle);
+        
+    }
+
+    [MenuItem("AF/透视图 _0", false, 100)]
+    static void Persp_View()
+    {
+        SceneView view = SceneView.lastActiveSceneView;
+        view.orthographic = false;
+        view.rotation = lastRotation;
+        ShowLog("透视图");
+    }
+
+    [MenuItem("AF/置于视图中心 _G", false, 200)]
+    static void FocusAtObject()
+    {
+        GameObject obj = Selection.activeGameObject;
+        if (obj == null)
+        {
+            ShowLog("Warn: 当前没有选中物体!");
+            return;
+        }
+
+        SceneView view = SceneView.lastActiveSceneView;
+        view.pivot = obj.transform.position;
+    }
+
+    //[MenuItem("AF/删除选中物体 _X" , false, 200)]
+    //static void DeleteSelectObjects()
+    //{
+    //    GameObject[] objs = Selection.gameObjects;
+
+    //    foreach ( GameObject obj in objs)
+    //    {
+    //        DestroyImmediate(obj);
+    //    }
+
+    //    ShowLog("删除了 " + objs.Length + " 个物体");
+    //}
+         
+
+
+    [MenuItem("AF/物体测距 ", false, 300)]
+    static void GetDistanceOfObject()
+    {
+        GameObject[] objs = Selection.gameObjects;
+        if(objs.Length > 2)
+        {
+            ShowLog("Warn: 请只选择2个物体,不要选择太多物体!");
+            return;
+        }
+        if(objs.Length != 2)
+        {
+            ShowLog("Warn: 请先选择2个物体,然后再执行测量!");
+            return;
+        }
+
+
+        float distance = (objs[0].transform.position - objs[1].transform.position).magnitude;
+
+        ShowLog("距离为: " + distance + ", " + objs[0].name + " -> " + objs[1].name);
+
+    }
+
+    [MenuItem("AF/物体尺寸 ", false, 300)]
+    static void GetMeshDimension()
+    {
+        GameObject obj = Selection.activeGameObject;
+        if (obj == null)
+        {
+            ShowLog("Warn: 当前没有选中物体!");
+            return;
+        }
+
+        MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
+        if (renderer == null)
+        {
+            ShowLog("Warn: 当前物体没有网格,缺少MeshRenderer组件 !");
+            return;
+        }
+        Vector3 size = renderer.bounds.size;
+
+        ShowLog("物体: " + obj.name + "  尺寸: " + size.ToString("F2"));
+
+    }
+
+
+
+
+
+   
+}

+ 11 - 0
U3DHMI/Assets/Scripts/AfSimpleExtension.cs.meta

@@ -0,0 +1,11 @@
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+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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+  userData: 
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+ 103 - 0
U3DHMI/Assets/Scripts/ClientSocket.cs

@@ -0,0 +1,103 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using System.Net;
+using System.Net.Sockets;
+using System.Text;
+using System.Threading;
+using System.Threading.Tasks;
+
+    class ClientSocket
+    {
+        
+
+
+        private byte[] buffers;
+
+
+        private Socket clientSocket;
+
+        private int port = 8081;
+
+        private string host = "127.0.0.1";
+        //private string host = "39.107.246.58";
+        public ClientSocket()
+        {
+            this.buffers = new byte[1100];
+
+        }
+        private Socket clientConnect(int port, string host)
+        {
+            IPAddress ip = IPAddress.Parse(host);
+            IPEndPoint ipe = new IPEndPoint(ip, port);//把ip和端口转化为IPEndPoint实例 
+            Socket c = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//创建一个Socket    
+            c.NoDelay = true;
+            Console.WriteLine("Conneting...");
+            try
+            {
+                c.Connect(ipe);//连接到服务器 ;
+                return c;
+            }
+            catch (Exception e)
+            {
+                throw e;
+                //Thread.Sleep(1000);
+                //clientConnect(port, host);
+                //return c;
+
+            }
+            return null;
+
+        }
+
+        public void Receive()
+        {
+            try
+            {
+                clientSocket = clientConnect(port, host);
+               
+                while (true)//循环接收发送信息
+                {
+                    // Thread.Sleep(16);
+                    int length = 1;
+                    int packageNumber = 0;//包序
+                    int row = 0;
+                    while (length > 0)
+                    {
+                        clientSocket.Receive(buffers);
+                    }
+
+                }
+            }
+            catch (Exception e)
+            {
+
+              
+            }
+            finally
+            {
+
+                clientSocket.Close();
+
+            }
+
+        }
+
+        public string byteToHexStr(byte[] bytes)
+        {
+            string returnStr = "";
+            if (bytes != null)
+            {
+                for (int i = 0; i < bytes.Length; i++)
+                {
+                    returnStr += bytes[i].ToString("X2");
+                }
+            }
+            return returnStr;
+        }
+    }
+

+ 11 - 0
U3DHMI/Assets/Scripts/ClientSocket.cs.meta

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+  defaultReferences: []
+  executionOrder: 0
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+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 111 - 0
U3DHMI/Assets/Scripts/Crane.cs

@@ -0,0 +1,111 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Net;
+using System.Net.Sockets;
+using System.Threading;
+using UnityEngine;
+
+public class Crane : MonoBehaviour
+{
+    private Thread receiveThread;
+    private Socket client;
+    private byte[] buffer;
+    private string strBuffer;
+    private bool isReceiving;
+    private string plcAddress = "127.0.0.1";
+    private int port = 8081;
+    private float x;
+    private float y;
+    private float z = 0;
+    private float xDelta;
+    private float yDelta;
+    private float zDelta;
+    private float xOffset= 68;
+    private float yOffset=72;
+    private float zOffset=-409;
+    // Start is called before the first frame update
+    void Start()
+    {
+        buffer = new byte[305];
+        Debug.Log("start to connect plc");
+        connect();
+        Debug.Log("connected plc");
+       
+        isReceiving = true;
+
+        StartReceiveThread();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        //Vector3 position = new Vector3(x + xOffset, y + yOffset, zOffset + z);
+        //this.transform.position = position;
+        this.transform.Translate(0, 0, zDelta * Time.deltaTime, Space.World);
+
+    }
+    private void connect()
+    {
+        try
+        {
+            IPAddress ip = IPAddress.Parse(plcAddress);
+            IPEndPoint ipe = new IPEndPoint(ip, port);
+            client = new Socket(SocketType.Stream, ProtocolType.Tcp);
+            client.NoDelay = true;
+            client.Connect(ipe);
+            
+        }
+        catch(Exception ex)
+        {
+            Debug.LogError(ex.Message);
+        }
+        
+    }
+    private void StartReceiveThread()
+    {
+        receiveThread = new Thread(new ThreadStart(Receive));
+        receiveThread.Start();
+    }
+    public void Receive()
+    {
+        try
+        {
+            while (isReceiving)
+            {
+                client.Receive(buffer);
+                strBuffer = System.Text.Encoding.Default.GetString(buffer);
+                Debug.Log(strBuffer.Length+";"+strBuffer);
+
+                float newX = float.Parse(strBuffer.Substring(52, 7).Trim());
+                float newY= float.Parse(strBuffer.Substring(59, 7).Trim()); 
+                float newZ= float.Parse(strBuffer.Substring(66, 7).Trim());
+                xDelta = newX - x;
+                yDelta = newY - y;
+                zDelta = newZ - z;
+                x = newX/100;
+                y = newY/100;
+                Debug.Log("zDelta:" + zDelta);
+                z = newZ;
+
+               // x = x / 100;
+              //  y = y / 100;
+               // z = z / 100;
+
+                Debug.Log("X:"+x+",Y:"+y+",Z:"+z);
+            }
+        }
+        catch(Exception ex)
+        {
+            Debug.LogError(ex.Message);
+        }
+    }
+    public void OnDestroy()
+    {
+
+        client.Close();
+        isReceiving = false;
+        receiveThread.Abort();
+      
+    }
+}

+ 11 - 0
U3DHMI/Assets/Scripts/Crane.cs.meta

@@ -0,0 +1,11 @@
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+  assetBundleName: 
+  assetBundleVariant: 

+ 279 - 0
U3DHMI/Assets/Scripts/MainCameraLogic.cs

@@ -0,0 +1,279 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class MainCameraLogic : MonoBehaviour
+{
+    // Start is called before the first frame update
+    private GameObject mainCamera;
+    //private GameObject emptyCamera;
+    public Button btnResetView;
+
+    private bool wPressed;
+    private bool sPressed;
+    private bool aPressed;
+    private bool dPressed;
+
+    //相机跟随的目标物体,一般是一个空物体
+    public Transform target;
+    private int MouseWheelSensitivity = 3; //滚轮灵敏度设置
+    private int MouseZoomMin = -50; //相机距离最小值
+    private int MouseZoomMax = 50; //相机距离最大值
+
+    //0.06这个系数是控制平移的速度,要根据相机和目标物体的distance来灵活选择
+    const float centerMoveSpeed = 0.01f;
+    private const int keyMoveSpeed = 1;
+    private float moveSpeed = 5; //相机跟随速度(中键平移时),采用平滑模式时起作用,越大则运动越平滑
+
+    private float xSpeed = 80.0f; //旋转视角时相机x轴转速
+    private float ySpeed = 80.0f; //旋转视角时相机y轴转速
+
+    private int yMinLimit = -360;
+    private int yMaxLimit = 360;
+
+    private float x = 0.0f; //存储相机的euler角
+    private float y = 0.0f; //存储相机的euler角
+
+    private float Distance = 5; //相机和target之间的距离,因为相机的Z轴总是指向target,也就是相机z轴方向上的距离
+    private Vector3 targetOnScreenPosition; //目标的屏幕坐标,第三个值为z轴距离
+    private Quaternion storeRotation; //存储相机的姿态四元数
+    private Vector3 CameraTargetPosition; //target的位置
+    private Vector3 initPosition; //平移时用于存储平移的起点位置
+    private Vector3 cameraX; //相机的x轴方向向量
+    private Vector3 cameraY; //相机的y轴方向向量
+    private Vector3 cameraZ; //相机的z轴方向向量
+
+    private Vector3 initScreenPos; //中键刚按下时鼠标的屏幕坐标(第三个值其实没什么用)
+    private Vector3 curScreenPos; //当前鼠标的屏幕坐标(第三个值其实没什么用)
+
+    // Start is called before the first frame update
+    void Start()
+    {
+
+        mainCamera = GameObject.Find("Main Camera");
+        //emptyCamera = GameObject.Find("EmptyCamera");
+
+        // Debug.Log("Camera x: "+transform.right);
+        // Debug.Log("Camera y: "+transform.up);
+        // Debug.Log("Camera z: "+transform.forward);
+
+        // //-------------TEST-----------------
+        // testScreenToWorldPoint();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+        //这里就是设置一下初始的相机视角以及一些其他变量,这里的x和y。。。是和下面getAxis的mouse x与mouse y对应
+        var angles = transform.eulerAngles;
+        x = angles.y;
+        y = angles.x;
+        CameraTargetPosition = target.position;
+        target.rotation = transform.rotation;
+        //CameraTargetPosition = transform.position;
+        //storeRotation = Quaternion.Euler(y + 60, x, 0);
+        storeRotation = Quaternion.Euler(y, x, 0);
+        transform.rotation = storeRotation; //设置相机姿态
+        Vector3 position = storeRotation * new Vector3(0.0F, 0.0F, -Distance) + CameraTargetPosition; //四元数表示一个旋转,四元数乘以向量相当于把向量旋转对应角度,然后加上目标物体的位置就是相机位置了
+        transform.position = storeRotation * new Vector3(0, 0, -Distance) + CameraTargetPosition; //设置相机位置
+
+        //鼠标右键旋转功能
+        if (Input.GetMouseButton(1))
+        {
+            x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
+            y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
+
+            y = ClampAngle(y, yMinLimit, yMaxLimit);
+
+            //storeRotation = Quaternion.Euler(y + 60, x, 0);
+            storeRotation = Quaternion.Euler(y, x, 0);
+            var tmpPosition = storeRotation * new Vector3(0.0f, 0.0f, -Distance) + CameraTargetPosition;
+
+            transform.rotation = storeRotation;
+            transform.position = tmpPosition;
+        }
+        else if (Input.GetAxis("Mouse ScrollWheel") != 0) //鼠标滚轮缩放功能
+        {
+            if (Distance >= MouseZoomMin && Distance <= MouseZoomMax)
+            {
+                Distance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
+            }
+            if (Distance < MouseZoomMin)
+            {
+                Distance = MouseZoomMin;
+            }
+            if (Distance > MouseZoomMax)
+            {
+                Distance = MouseZoomMax;
+            }
+            var rotation = transform.rotation;
+
+            transform.position = storeRotation * new Vector3(0.0F, 0.0F, -Distance) + CameraTargetPosition;
+        }
+
+        //鼠标中键平移
+        if (Input.GetMouseButtonDown(2))
+        {
+            cameraX = transform.right;
+            cameraY = transform.up;
+            cameraZ = transform.forward;
+
+            initScreenPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetOnScreenPosition.z);
+            Debug.Log("downOnce");
+
+            //targetOnScreenPosition.z为目标物体到相机xmidbuttonDownPositiony平面的法线距离
+            targetOnScreenPosition = Camera.main.WorldToScreenPoint(CameraTargetPosition);
+            initPosition = CameraTargetPosition;
+        }
+
+        if (Input.GetMouseButton(2))
+        {
+            curScreenPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetOnScreenPosition.z);
+           
+            
+            target.position = initPosition - centerMoveSpeed * ((curScreenPos.x - initScreenPos.x) * cameraX + (curScreenPos.y - initScreenPos.y) * cameraY);
+
+            //重新计算位置
+            Vector3 mPosition = storeRotation * new Vector3(0.0F, 0.0F, -Distance) + target.position;
+            transform.position = mPosition;
+
+            // //用这个会让相机的平移变得更平滑,但是可能在你buttonup时未使相机移动到应到的位置,导致再进行旋转与缩放操作时出现短暂抖动
+            //transform.position=Vector3.Lerp(transform.position,mPosition,Time.deltaTime*moveSpeed);
+
+        }
+        if (Input.GetMouseButtonUp(2))
+        {
+            Debug.Log("upOnce");
+            //平移结束把cameraTargetPosition的位置更新一下,不然会影响缩放与旋转功能
+            CameraTargetPosition = target.position;
+        }
+
+        if (Input.GetKeyDown(KeyCode.D))
+        {
+            dPressed = true;
+        }
+        if (Input.GetKeyDown(KeyCode.A))
+        {
+            aPressed = true;
+        }
+        if (Input.GetKeyUp(KeyCode.A))
+        {
+            Debug.Log("A up");
+            aPressed = false;
+
+        }
+        if (Input.GetKeyUp(KeyCode.W))
+        {
+            Debug.Log("W up");
+            wPressed = false;
+
+        }
+        if (Input.GetKeyUp(KeyCode.S))
+        {
+            Debug.Log("s up");
+            sPressed = false;
+
+        }
+        if (Input.GetKeyUp(KeyCode.D))
+        {
+            Debug.Log("d up");
+            dPressed = false;
+
+        }
+        if (Input.GetKeyDown(KeyCode.W))
+        {
+            wPressed = true;
+            Debug.Log("W Pressed"); 
+
+        }
+        if (Input.GetKeyDown(KeyCode.S))
+        {
+            sPressed = true;
+        }
+        keyMove();
+
+    }
+    void keyMove()
+    {
+        if (wPressed)
+        {
+          
+
+            target.transform.Translate(0, 0, keyMoveSpeed * Time.deltaTime, Space.Self);
+        }
+        if (sPressed)
+        {
+         
+            target.transform.Translate(0, 0, -keyMoveSpeed * Time.deltaTime, Space.Self);
+        }
+        if (dPressed)
+        {
+            // x +=  xSpeed * 0.002f;
+            //// y -=  ySpeed * 0.02f;
+
+            // y = ClampAngle(y, yMinLimit, yMaxLimit);
+
+            // //storeRotation = Quaternion.Euler(y + 60, x, 0);
+            // storeRotation = Quaternion.Euler(y, x, 0);
+            // var tmpPosition = storeRotation * new Vector3(0.0f, 0.0f, -Distance) + CameraTargetPosition;
+
+            // transform.rotation = storeRotation;
+            // transform.position = tmpPosition;
+            target.transform.Translate(keyMoveSpeed * Time.deltaTime, 0, 0, Space.Self);
+        }
+        if (aPressed)
+        {
+            //x -= xSpeed * 0.002f;
+            //y -= ySpeed * 0.02f;
+
+            //y = ClampAngle(y, yMinLimit, yMaxLimit);
+
+            //storeRotation = Quaternion.Euler(y + 60, x, 0);
+            //storeRotation = Quaternion.Euler(y, x, 0);
+            //var tmpPosition = storeRotation * new Vector3(0.0f, 0.0f, -Distance) + CameraTargetPosition;
+
+            //transform.rotation = storeRotation;
+            //transform.position = tmpPosition;
+            target.transform.Translate(-keyMoveSpeed * Time.deltaTime,0,0, Space.Self);
+        }
+    }
+
+    //将angle限制在min~max之间
+    static float ClampAngle(float angle, float min, float max)
+    {
+        if (angle < -360)
+            angle += 360;
+        if (angle > 360)
+            angle -= 360;
+        return Mathf.Clamp(angle, min, max);
+    }
+
+    void testScreenToWorldPoint()
+    {
+        //第三个坐标指的是在相机z轴指向方向上的距离
+        Vector3 screenPoint = Camera.main.WorldToScreenPoint(CameraTargetPosition);
+        Debug.Log("ScreenPoint: " + screenPoint);
+
+        // var worldPosition = Camera.main.ScreenToWorldPoint(new Vector3(1,1,10));
+        // Debug.Log("worldPosition: "+worldPosition);
+    }
+
+    /**
+     * 重置主镜头视角
+     * 
+     */
+    public void ResetView()
+    {
+        Debug.Log("Reset View!!!");
+        Vector3 position = new Vector3(62f, 78f, -322f);
+        mainCamera.transform.position = position;
+        target.transform.position = position;
+        Quaternion rotation = Quaternion.Euler(32, 183, 0);
+        mainCamera.transform.rotation = rotation;
+       // target.transform.rotation = rotation;
+        Distance = 5;
+
+    }
+}

+ 11 - 0
U3DHMI/Assets/Scripts/MainCameraLogic.cs.meta

@@ -0,0 +1,11 @@
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+ 21 - 0
U3DHMI/Assets/Scripts/MainControllLogic.cs

@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class MainControllLogic : MonoBehaviour
+{
+    // Start is called before the first frame update
+    
+    void Start()
+    {
+       
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        
+    }
+  
+}

+ 11 - 0
U3DHMI/Assets/Scripts/MainControllLogic.cs.meta

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+ 8 - 0
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