Unity 视角旋转及缩放

预期效果

长按鼠标右键并移动鼠标实现视角旋转,松开鼠标右键还原;滑动鼠标滚轮实现视角缩放。

实现

记录初始视角

xCurrentAngle = transCam.eulerAngles.y;
yCurrentAngle = transCam.eulerAngles.x;
zCurrentAngle = transCam.eulerAngles.z;

xOriginAngle = xCurrentAngle;
yOriginAngle = yCurrentAngle;
zOriginAngle = zCurrentAngle;

生成焦点物体

if (!objFocus)
{
    objFocus = new GameObject("Focus");
}

设置焦点位置

有目标点

objFocus.transform.SetPositionAndRotation(trans.position, trans.rotation);
transFocus = objFocus.transform;
disCurrent = Vector3.Distance(transCam.position, transFocus.position);

无目标点

Vector3 posFocus = transCam.position + transCam.forward * disConstant;
objFocus.transform.SetPositionAndRotation(posFocus, transCam.rotation);
transFocus = objFocus.transform;
disCurrent = disConstant;

限制旋转角度

if (maxAngle < minAngle)
{
    float angleInterim = minAngle;
    minAngle = maxAngle;
    maxAngle = angleInterim;
}
if (angle < -360)
{
    angle += 360;
}
if (angle > 360)
{
    angle -= 360;
}
return Mathf.Clamp(angle, minAngle, maxAngle);

限制缩放距离

if (maxDis < minDis)
{
    float disInterim = minDis;
    minDis = maxDis;
    maxDis = angleInterim;
}
return Mathf.Clamp(dis, minDis, maxDis);

旋转角度

xCurrentAngle += Input.GetAxis("Mouse X") * speedRotateH;
yCurrentAngle -= Input.GetAxis("Mouse Y") * speedRotateV;
xCurrentAngle = ClampAngle(xCurrentAngle, minAngleH, maxAngleH);
yCurrentAngle = ClampAngle(yCurrentAngle, minAngleV, maxAngleV);

还原角度

xCurrentAngle = xOriginAngle;
yCurrentAngle = yOriginAngle;

缩放距离

offestZoom = Input.GetAxis("Mouse ScrollWheel"));

if (speedZoom > 0)
{
    disCurrent -= offestZoom * speedZoom;
}
else
{
    disCurrent += offestZoom * speedZoom;
}
disCurrent = ClampDis(disCurrent, minDis, maxDis);

旋转和缩放

var rotation = Quaternion.Euler(yCurrentAngle, xCurrentAngle, zCurrentAngle);
var position = rotation * new Vector3(0, 0, -disCurrent) + transFocus.position;
if (isSmooth)
{
    transCam.SetPositionAndRotation(Vector3.Lerp(transCam.position, position, Time.deltaTime * 10), Quaternion.Lerp(transCam.rotation, rotation, Time.deltaTime * 10));
}
else
{
    transCam.SetPositionAndRotation(position, rotation);
}
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