MouseFollowRotation Unity3d鼠标点击旋转相机

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using UnityEngine;


public class MouseFollowRotation : MonoBehaviour
{


    public Transform target;
    public float xSpeed = 200, ySpeed = 200, mSpeed = 10;
    public float yMinLimit = -50, yMaxLimit = 50;
    public float distance = 2, minDistance = 2, maxDistance = 30;


    //bool needDamping = false;
    public bool needDamping = true;
    float damping = 5.0f;


    public float x = 0.0f;
    public float y = 0.0f;




    public void SetTarget(GameObject go)
    {
        target = go.transform;
    }
    // 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(0))
            {
                x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;


                y = ClampAngle(y, yMinLimit, yMaxLimit);


                //print(Input.GetAxis("Mouse X"));
                //print( Input.GetAxis("Mouse Y"));
                print(x);
                print(y);






            }




            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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