import { _decorator, BoxCollider2D, Button, Camera, CircleCollider2D, Collider2D, Component, EventTouch, find, Input, input, Node, NodeEventType, RenderTexture, v3, Vec3 } from 'cc'; const { ccclass, property } = _decorator; @ccclass('LevelAction') export class LevelAction extends Component { @property(Camera) public camera: Camera = null!; private _renderTex: RenderTexture | null = null; private _cameraOriginalPos: Vec3 = v3(); private _touchStartPos: Vec3 = v3(); private _isDragging = false; public targetNode: Node = null!; // 添加旋转限制属性 @property({type: Number}) public minXRotation: number = -30; // X轴最小旋转角度(上下) @property({type: Number}) public maxXRotation: number = 30; // X轴最大旋转角度(上下) @property({type: Number}) public minYRotation: number = -55; // Y轴最小旋转角度(左右) @property({type: Number}) public maxYRotation: number = 55; // Y轴最大旋转角度(左右) private _originalRotation: Vec3 = v3(); onLoad(): void { this._cameraOriginalPos = this.camera.node.position.clone(); this._originalRotation = this.camera.node.eulerAngles.clone(); // 触摸事件监听 input.on(Input.EventType.TOUCH_START, this._onTouchStart, this); input.on(Input.EventType.TOUCH_MOVE, this._onTouchMove, this); input.on(Input.EventType.TOUCH_END, this._onTouchEnd, this); input.on(Input.EventType.TOUCH_CANCEL, this._onTouchEnd, this); } start() { } /***************************触摸事件**********************************/ private _onTouchStart(event: EventTouch) { const touchPos = event.getLocation(); this._touchStartPos = v3(touchPos.x, touchPos.y, 0); this._isDragging = true; this._originalRotation = this.camera.node.eulerAngles.clone(); } private _onTouchMove(event: EventTouch) { if (!this._isDragging) return; const currentPos = event.getLocation(); const deltaX = currentPos.x - this._touchStartPos.x; const deltaY = currentPos.y - this._touchStartPos.y; // 计算新的旋转角度 const newRotation = this._originalRotation.clone(); newRotation.y = this._originalRotation.y - deltaX * 0.2; // 左右滑动控制Y轴旋转 newRotation.x = this._originalRotation.x + deltaY * 0.2; // 上下滑动控制X轴旋转 // 添加旋转限制 newRotation.x = Math.max(this.minXRotation, Math.min(this.maxXRotation, newRotation.x)); newRotation.y = Math.max(this.minYRotation, Math.min(this.maxYRotation, newRotation.y)); this.camera.node.setRotationFromEuler(newRotation); } private _onTouchEnd() { this._isDragging = false; // 不再需要重置_cameraOriginalPos,保持当前相机位置 } /***************************触摸事件end**********************************/ onDestroy () { if (this._renderTex) { this._renderTex.destroy(); this._renderTex = null; } } }