//相机视野拉近和拉远,差值得到
distance = offest.magnitude;
distance += -Input.GetAxis("Mouse ScrollWheel")*slideSpeed;
distance = Mathf.Clamp(distance, 2, 18);
offest = offest.normalized * distance;//让相机移动到这个位置
//相机的旋转
transform.RotateAround(player.position, player .up, Input.GetAxis("Mouse X") * RotaSpeed);
Vector3 Roposition = transform .position;
Quaternion Rotation = transform .rotation;
transform.RotateAround(player.position, transform .right , Input.GetAxis("Mouse Y") * RotaSpeed);
//影响视野的属性的有position,rotation
//得到旋转角度,超出限制则让属性恢复原样,使其旋转无效
float agule =transform.eulerAngles .x;
if(agule >80||agule <10)
{
transform.position
distance = offest.magnitude;
distance += -Input.GetAxis("Mouse ScrollWheel")*slideSpeed;
distance = Mathf.Clamp(distance, 2, 18);
offest = offest.normalized * distance;//让相机移动到这个位置
//相机的旋转
transform.RotateAround(player.position, player .up, Input.GetAxis("Mouse X") * RotaSpeed);
Vector3 Roposition = transform .position;
Quaternion Rotation = transform .rotation;
transform.RotateAround(player.position, transform .right , Input.GetAxis("Mouse Y") * RotaSpeed);
//影响视野的属性的有position,rotation
//得到旋转角度,超出限制则让属性恢复原样,使其旋转无效
float agule =transform.eulerAngles .x;
if(agule >80||agule <10)
{
transform.position