Unity鼠标拖拽旋转拉远拉近场景

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;
    }
}

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