1.鼠标右键控制摄像头
右键按住鼠标使摄像头围绕目标物体旋转,鼠标滑轮控制拉远拉近,有阻尼效果。
using UnityEngine;
using System.Collections;
public class TestCube : MonoBehaviour
{
// 围绕旋转的目标物体
public Transform target;
// 设置旋转角度
public float x = 0f, y = 0f, z = 0f;
public bool xFlag = false, yFlag = false;
// 旋转速度值
public float xSpeed = 100, ySpeed = 100, mSpeed = 50;
// y轴角度限制,设置成一样则该轴不旋转
public float yMinLimit = -365, yMaxLimit = 365;
// x轴角度限制,同上
public float leftMax = -365, rightMax = 365;
// 距离限制,同上
public float distance = 3f, minDistance = 1f, maxDistance = 6f;
// 阻尼设置
public bool needDamping = true;
public float damping = 3f;
// 改变中心目标物体
public void SetTarget(GameObject go)
{
target = go.transform;
}
// Use this for initialization
void Start()
{
//Vector3 angles = transform.eulerAngles;
//x = angles.y;
//y = angles.x;
pers();
}
/**
* Update is called once per frame
*
* 中心物体不为空,则开始运行脚本;
*
* 当有鼠标点击事件后,改变x、y的值;
* 当有鼠标滚轮事件后,改变distance的值;
*
* 最后,计算角度和坐标等,移动摄像机到该位置
*
*/
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
// 判断是否需要反向旋转
if ((y > 90f && y < 270f) || (y < -90 && y > -270f))
{
x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
}
else
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
}
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
x = ClampAngle(x, leftMax, rightMax);
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, z);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
// 阻尼感
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position;
}
}
}
// 对数值进行限制;
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
// 初始
public void pers()
{
this.x = 35f;
this.y = 35f;
}
// 正视图
public void front()
{
this.x = 0f;
this.y = 0f;
}
// 后视图
public void back()
{
this.x = 180f;
this.y = 0f;
}
// 左视图
public void left()
{
this.x = 90f;
this.y = 0f;
}
// 右视图
public void right()
{
this.x = 270f;
this.y = 0f;
}
// 俯视图
public void top()
{
this.x = 0f;
this.y = 90f;
}
// 仰视图
public void bottom()
{
this.x = 0f;
this.y = -90f;
}
}
2.鼠标左键游戏对象使其旋转
using UnityEngine;
using System.Collections;
public class DragRotateWithSlider : MonoBehaviour {
private bool onDrag = false; //是否被拖拽
public float speed = 5f; //旋转速度
private float tempSpeed; //阻尼速度
private float axisX; //鼠标沿水平方向移动的增量
private float axisY; //鼠标沿垂直方向移动的增量
private float cXY; //鼠标移动的距离
//接收鼠标按下的事件
void OnMouseDown ()
{
axisX = 0f; //为移动的增量赋初值
axisY = 0f;
}
//鼠标拖拽时的操作
void OnMouseDrag()
{
onDrag = true; //被拖拽
axisX = Input.GetAxis("Mouse Y"); //获得鼠标增量
axisY = -Input.GetAxis("Mouse X");
cXY = Mathf.Sqrt(axisX * axisX + axisY * axisY); //计算鼠标移动的长度
if (cXY == 0f)
{
cXY = 1f;
}
}
//Count TempSpeed
float Rigid() //计算阻尼速度
{
if (onDrag)
{
tempSpeed = speed;
}
else
{
if (tempSpeed > 0)
{
tempSpeed -= speed * 2 * Time.deltaTime / cXY;//通过除以鼠标移动长度实现拖拽越长速度减缓越慢
}
else
{
tempSpeed = 0;
}
}
return tempSpeed; //返回阻尼的值
}
void Update()
{
gameObject.transform.Rotate(new Vector3(axisX, axisY, 0) * Rigid(), Space.World);
if (!Input.GetMouseButton(0))
{
onDrag = false;
}
}
}