【源码】物品展示必备代码(旋转与缩放代码)

using UnityEngine;
using System.Collections;
// 直接放在相机上,控制相机的旋转和缩放 //
public class CameraContro : MonoBehaviour {
	
	public Transform target;             
	public float xSpeed=200, ySpeed=200, mSpeed=10; 
	public float yMinLimit=-50, yMaxLimit=50; 
	public float distance=7, minDistance=2, maxDistance=30; 
	

	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; 
	} 

	void Start () { 
		Vector3 angles = transform.eulerAngles; 
		x = angles.y; 
		y = angles.x; 
	} 
	

	void LateUpdate ()  
	{ 
		
		
		if (target)  
		{ 
		
			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); 

			}  
			
			
			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; 

			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); 
	} 
}
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值