```handlebars
using UnityEngine;
using System.Collections;
//1.设置Axes为Mouse X QQ群:476842922(欢迎加群讨论学习)
// MouseLook rotates the transform based on the mouse delta.
// To make an FPS style character:
// - Create a capsule.
// - Add the MouseLook script to the capsule.
// -> Set the mouse look to use MouseX. (You want to only turn character but not tilt it)
// - Add FPSInput script to the capsule
// -> A CharacterController component will be automatically added.
//
// - Create a camera. Make the camera a child of the capsule. Position in the head and reset the rotation.
// - Add a MouseLook script to the camera.
// -> Set the mouse look to use MouseY. (You want the camera to tilt up and down like a head. The character already turns.)
public class MouseControl : MonoBehaviour
{
public enum RotationAxes
{
MouseXAndY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityHor = 2.0f;//控制转速
public float sensitivityVert = 2.0f;
public float minimumVert = -45.0f;
public float maximumVert = 45.0f;
private float _rotationX = 0;
void Start()
{
// Make the rigid body not change rotation
Rigidbody body = GetComponent<Rigidbody>();
if (body != null)
body.freezeRotation = true;
}
void Update()
{
if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
}
else if (axes == RotationAxes.MouseY)
{
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
transform.localEulerAngles = new Vector3(_rotationX, transform.localEulerAngles.y, 0);
}
else
{
float rotationY = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityHor;
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
}
}
``
没太懂,还要再读读