Unity之一天一个技术点(十四)---通过鼠标控制镜头绕着某物体旋转

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using UnityEngine;using System.Collections; /** * 备注:本脚本必须赋予主镜头 */public class CameraRotateAround : MonoBehaviour {     public Transform target;//主相机要围绕其旋转的物体    public float distance = 7.0f;//主相机与目标物体之间的距离    private float eulerAngles_x;    private float eulerAngles_y;     //水平滚动相关    public int distanceMax = 10;//主相机与目标物体之间的最大距离    public int distanceMin = 3;//主相机与目标物体之间的最小距离    public float xSpeed = 70.0f;//主相机水平方向旋转速度     //垂直滚动相关    public int yMaxLimit = 60;//最大y(单位是角度)    public int yMinLimit = -10;//最小y(单位是角度)    public float ySpeed = 70.0f;//主相机纵向旋转速度     //滚轮相关    public float MouseScrollWheelSensitivity = 1.0f;//鼠标滚轮灵敏度(备注:鼠标滚轮滚动后将调整相机与目标物体之间的间隔)    public LayerMask CollisionLayerMask;      // Use this for initialization     void Start () {        Vector3 eulerAngles = this.transform.eulerAngles;//当前物体的欧拉角        this.eulerAngles_x = eulerAngles.y;        this.eulerAngles_y = eulerAngles.x;           }         // Update is called once per frame    void LateUpdate()    {        if (this.target != null)        {            this.eulerAngles_x += ((Input.GetAxis("Mouse X") * this.xSpeed) * this.distance) * 0.02f;                       this.eulerAngles_y -= (Input.GetAxis("Mouse Y") * this.ySpeed) * 0.02f;            this.eulerAngles_y = ClampAngle(this.eulerAngles_y, (float)this.yMinLimit, (float)this.yMaxLimit);             Quaternion quaternion = Quaternion.Euler(this.eulerAngles_y, this.eulerAngles_x, (float)0);              this.distance = Mathf.Clamp(this.distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), (float)this.distanceMin, (float)this.distanceMax);             //从目标物体处,到当前脚本所依附的对象(主相机)发射一个射线,如果中间有物体阻隔,则更改this.distance(这样做的目的是为了不被挡住)            RaycastHit hitInfo = new RaycastHit();            if (Physics.Linecast(this.target.position, this.transform.position, out hitInfo, this.CollisionLayerMask))            {                this.distance = hitInfo.distance-0.05f;            }            Vector3 vector = ((Vector3)(quaternion * new Vector3((float)0, (float)0, -this.distance))) + this.target.position;             //更改主相机的旋转角度和位置            this.transform.rotation = quaternion;            this.transform.position = vector;        }         }     //把角度限制到给定范围内    public float ClampAngle(float angle, float min, float max)    {        while (angle < -360)        {            angle += 360;        }         while (angle > 360)        {            angle -= 360;        }         return Mathf.Clamp(angle, min, max);    } } 

通过鼠标控制镜头绕着某物体旋转



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