unity---鼠标控制摄像机围绕某个物体旋转

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraRot : MonoBehaviour
{
    public Transform target;  
	public float x_Speed = 100;  
	public float y_Speed = 100;  
	public float mmSpeed = 10;  
	public float xMinLimit = 5;  
	public float xMaxLimit = 80;  
	public float distance = 5;  
	public float minDistance = 2;  
	public float maxDistance = 30;  
	public bool  isNeedDamping = true;  
	public float damping = 8f;  
	public float x_OriginAngle = 30f;  
	public float y_OriginAngle = 0f;  
	
	void LateUpdate()  
	{  
		if (target)  
		{  
			if (Input.GetMouseButton(0))  
			{
                y_OriginAngle += Input.GetAxis("Mouse X") * x_Speed * Time.deltaTime;
                x_OriginAngle -= Input.GetAxis("Mouse Y") * y_Speed * Time.deltaTime;
                x_OriginAngle = ClampAngle(x_OriginAngle, xMinLimit, xMaxLimit);  
			}
            distance -= Input.GetAxis("Mouse ScrollWheel") * mmSpeed;
            distance = Mathf.Clamp(distance, minDistance, maxDistance);  
			Quaternion rotation = Quaternion.Euler(x_OriginAngle, y_OriginAngle, 0.0f);  
			Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);  
			Vector3 position = rotation * disVector + target.position;  
			if (isNeedDamping)  
			{  
				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;  
			}  
		}  
	}  
	
	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);  
	}  
}

 

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