前言:此代码主要来源于官方Example Asset的学习得来。
在FPS游戏中,第一人称视角是必不可少的,再次官方标准资源也给我们提供了很好用的实例脚本,在此贴上代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace Cameras
{
public class SmoothMouseLook:MonoBehaviour
{
public float XSensitivity = 15F;
public float YSensitivity = 15F;
public float MinNumX = -360f;
public float MaxNumX = 360f;
public float MinNumY = -60;
public float MaxNumY = 60f;
private float rotationX = 0;
private float rotationY = 0;
private void Start()
{
originalRotation = transform.localRotation;
}
private void Update()
{
//鼠标按下上下左右移动相机视角
if(Input.GetButton("Fire1"))
{
JHLog.Log("111");
rotationX += Input.GetAxis("Mouse X") * XSensitivity;
rotationY += Input.GetAxis("Mouse Y") * YSensitivity;
rotationX = ClampAngle(rotationX, MinNumX, MaxNumX);
rotationY = ClampAngle(rotationY, MinNumY, MaxNumY);
//AngleAxis(float angle, Vector3 axis);返回一个绕轴线axis旋转angle角度的四元数变换
//两个四元数相乘,简单来说表示先按照第一个quaternion旋转到指定地方,再按第二个quaternion旋转
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up) * Quaternion.AngleAxis(rotationY, Vector3.left);
}
}
/// <summary>
/// 范围限制
/// </summary>
/// <param name="_angle"></param>
/// <param name="_min"></param>
/// <param name="_max"></param>
/// <returns></returns>
private float ClampAngle(float _angle, float _min, float _max)
{
_angle = _angle % 360;
if ((_angle >= -360) && (_angle <= 360))
{
if (_angle < -360) _angle += 360;
if (_angle > 360) _angle -= 360;
}
return Mathf.Clamp(_angle, _min, _max);
}
}
}
这个脚本是5.0之前的实例,最新版unity(2017.1)对于这个脚本好像做了不少改动,稍后再放上来对比看看