按下 左 "Alt" 键, 然后按下鼠标左键旋转场景,按下鼠标右键拖拽场景,滚动鼠标滚轮拉远拉近场景
(实际是摄像机的旋转移动和拉远拉近)
将下脚本直接拖拽到场景中的物体上,运行即可
using UnityEngine;
using System.Collections;
public class MouseInput : MonoBehaviour
{
private Vector3 targetPos;
protected bool m_bRaycastHit;
public float m_fDistance = 8.0f; // 默认距离
public float m_fXSpeed = 350.0f; // X 方向速度
public float m_fYSpeed = 300.0f; // Y 方向速度
public float m_fWheelSpeed = 5.0f; // 默认鼠标滚轮速度
public float m_fYMinLimit = -90f; // Y轴最小旋转角度
public float m_fYMaxLimit = 90f; // Y轴最大旋转角度
private float m_fDistanceMin = 0.10f;
private float m_fDistanceMax = 500;
public int m_nMoveInputIndex = 1; //1对应右键
public int m_nRotInputIndex = 0; //0对应左键 ,, 2对应中键。
public float m_fXRot = 0.0f; // X轴旋转角度
public float m_fYRot = 0.0f; // Y轴旋转角度
protected Vector3 m_MovePostion;
protected Vector3 m_OldMousePos;
void OnEnable()
{
targetPos = Vector3.zero; //m_TargetTrans.position;
}
void Update()
{
UpdateDragPosition(Camera.main.transform);
UpdateRotate();
UpdateCamera();
}
public void UpdateCamera()
{
float mouseScroll = Input.GetAxis("Mouse ScrollWheel");
if (mouseScroll == 0)
{
return;
}
m_fDistance = m_fDistance - mouseScroll * m_fWheelSpeed;
m_fDistance = Mathf.Clamp(m_fDistance, m_fDistanceMin, m_fDistanceMax);
CalculatePosition();
}
void UpdateRotate()
{
if (Input.GetMouseButton(m_nRotInputIndex)) //点击鼠标右键
{
m_fXRot += Input.GetAxis("Mouse X") * m_fXSpeed * 0.02f;// 计算X轴旋转
m_fYRot -= Input.GetAxis("Mouse Y") * m_fYSpeed * 0.02f; //计算Y轴旋转
m_fYRot = ClampAngle(m_fYRot, m_fYMinLimit, m_fYMaxLimit); //计算旋转角度
Quaternion rotation = Quaternion.Euler(m_fYRot, m_fXRot, 0); //转换旋转角度为 Quaternion
Camera.main.transform.rotation = rotation; //设置主摄像机的旋转
CalculatePosition();
}
}
public float ClampAngle(float angle, float min, float max)
{
if (angle < -360F) angle += 360F;
if (angle > 360F) angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
public void CalculatePosition()
{
Quaternion rotation = Camera.main.transform.rotation; //转换旋转角度为 Quaternion
Vector3 negDistance = new Vector3(0.0f, 0.0f, -m_fDistance);
Vector3 position = rotation * negDistance + targetPos;
Camera.main.transform.position = position; //设置主摄像机的位置
}
void UpdateDragPosition(Transform camera)
{
if (Input.GetMouseButtonDown(m_nMoveInputIndex)) //如果鼠标点击的 1键
{
m_OldMousePos = Input.mousePosition;
}
if (Input.GetMouseButton(m_nMoveInputIndex))
{
Vector3 currMousePos = Input.mousePosition;
float worldlen = GetWorldPerScreenPixel(targetPos);
m_MovePostion = (m_OldMousePos - currMousePos) * worldlen;
m_OldMousePos = currMousePos;
camera.Translate(m_MovePostion, Space.Self);
}
}
public static float GetWorldPerScreenPixel(Vector3 worldPoint)
{
Camera cam = Camera.main;
if (cam == null)
return 0;
Plane nearPlane = new Plane(cam.transform.forward, cam.transform.position);
float dist = nearPlane.GetDistanceToPoint(worldPoint);
float sample = 100;
return Vector3.Distance(cam.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2 - sample / 2, dist)), cam.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2 + sample / 2, dist))) / sample;
}
}