using UnityEngine;
using System.Collections;
//此脚本挂到相机上
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
public class MouseOrbit : MonoBehaviour {
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float smoothSpeed = 16f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
float x = 0.0f;
float y = 0.0f;
// Use this for initialization
void Start () {
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation 如果含刚体就把各旋转轴释放
if (GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation = true;
print("刚体");
}
}
private float prevRealTime;
private float thisRealTime;
void Update(){
prevRealTime = thisRealTime;
thisRealTime = Time.realtimeSinceStartup;
//更换 target
if (Input.GetMouseButtonDown (2)) {
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast (ray, out hit)) {
if(hit.collider.transform.parent)
if(hit.collider.transform.parent.name == "Targets"){
target = hit.collider.transform;
}
}
}
}
public float deltaTime {
get {
if (Time.timeScale > 0f) return Time.deltaTime / Time.timeScale;
return Time.realtimeSinceStartup - prevRealTime; // Checks realtimeSinceStartup again because it may have changed since Update was called
}
}
void LateUpdate () {
//默认target为所所进来的物体
if (target) {
if(Input.GetMouseButton(1)){
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax);
/*if (Physics.Linecast (target.position, transform.position, out hit)) {
distance -= hit.distance;
}*/
//控制相机角度及位置
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
//过程为lerp
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, deltaTime * smoothSpeed);
transform.position = Vector3.Lerp(transform.position, position, deltaTime * smoothSpeed);
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}