Unity3D 相机绕对象旋转和调整距离

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using UnityEngine;public class MouseFollowRotation : MonoBehaviour{    public Transform target;    public float xSpeed = 200;    public float ySpeed = 200;    public float mSpeed = 10;    public float yMinLimit = -50;    public float yMaxLimit = 50;    public float distance = 2;    public float minDistance = 2;    public float maxDistance = 30;    //bool needDamping = false;    public bool needDamping = true;    float damping = 5.0f;    public float x = 0.0f;    public float y = 0.0f;    // Use this for initialization    void Start()    {        Vector3 angles = transform.eulerAngles;        x = angles.y;        y = angles.x;    }    // Update is called once per frame    void LateUpdate()    {        if (target)        {            //use the light button of mouse to rotate the camera            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);            }            distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;            distance = Mathf.Clamp(distance, minDistance, maxDistance);            Quaternion rotation = Quaternion.Euler(y, x, 0.0f);            Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);            Vector3 position = rotation * disVector + target.position;            //adjust the camera            if (needDamping)            {                transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);                transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);            }            else            {                transform.rotation = rotation;                transform.position = position;            }        }    }    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);    }}

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