自己lu缓动效果2(自转)

上一篇lu的缓动代码,是围绕的某店转的,这个是自转的

using UnityEngine;

using System.Collections;
using UnityEngine.EventSystems;


public class CameraRotion : MonoBehaviour {
    float x;
    float y;
    [Range(0,0.2f)]
    [Header("调整平滑度,值越小越平滑")]
    public float smoothness = 0.1f;     //外部调整圆滑值
    float insideSmoothness = 1f;        //和smoothness关联,值越大,初始滑动越快,滑动的动作越大
    bool keepMove = false;
    float xdirection;       //记录方向
    float ydirection;       //记录方向
  //  float index = 0;
    
    // Use this for initialization
    void Start () {
       // insideSmoothness = smoothness;
    }

// Update is called once per frame
void Update () {
        if (Input.GetMouseButtonDown(0))
        {
            StopAllCoroutines();
            keepMove = false;
            insideSmoothness = 1f;
          //  index = 0;
        }




        if (Input.GetMouseButton(0))
        {
            //if (EventSystem.current.IsPointerOverGameObject())  //检查是否点击到UI
            //{
            //    return;
            //}           


            x += Input.GetAxis("Mouse X") * 5;
            y += Input.GetAxis("Mouse Y") * 5;
            y = Mathf.Clamp(y, -90, 90);
            transform.localEulerAngles = new Vector3(-y, x, transform.localEulerAngles.z);
            xdirection = Input.GetAxis("Mouse X");
            ydirection = Input.GetAxis("Mouse Y");
        }
        if (Input.GetMouseButtonUp(0))
        {
            keepMove = true;
            StartCoroutine(KeepMove());
        }


        if (keepMove)
        {
            float x1 = insideSmoothness * xdirection;
            float y1 = insideSmoothness * ydirection;
            insideSmoothness = Mathf.Lerp(insideSmoothness, 0, smoothness);
         //   index += Time.deltaTime;
         //   print(insideSmoothness + "  " + keepMove + "Time: "+ index);
           // insideSmoothness = Mathf.Clamp(insideSmoothness, 0, insideSmoothness);
            x = x + x1;
            y = y + y1;
           // y =  y +0.5f * ydirection;
            y = Mathf.Clamp(y, -90, 90);
            transform.localEulerAngles = new Vector3(-y, x, transform.localEulerAngles.z);
        }
}


    IEnumerator KeepMove()
    {      
        yield return new WaitForSeconds(2f);
        keepMove = false;
    }
}
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