【Unity】场景漫游

using UnityEngine;
using UnityEngine.EventSystems;
public class CameraModel : MonoBehaviour
{

    float SensitivityX = 7F;
    float SensitivityY = 7F;
    float MinimumY = -60F;
    float MaximumY = 60F;

    public Transform cam;
    /// <summary>
    /// 鼠标拉近的速率
    /// </summary>
    float sensitivity = 250f;


    public void Start()
    {
        gameObject.GetComponent<Camera>().enabled = true;
        //if (gameObject.transform.GetComponent<Camera>())
        //    gameObject.transform.rotation = Quaternion.Euler(new Vector3(40, gameObject.transform.rotation.eulerAngles.y, gameObject.transform.rotation.eulerAngles.z));
        if (!gameObject.GetComponent<AudioListener>())
        {
            gameObject.AddComponent<AudioListener>();
        }
    }

    void Update()
    {
        RunLogic(cam);
    }


    /// <summary>
    /// 相机控制类
    /// </summary>
    /// <param name="mainCamera"></param>
    public void RunLogic(Transform mainCamera)
    {
        if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }


        float mouseX = Input.GetAxis("Mouse X");
        float mouseY = Input.GetAxis("Mouse Y");

        mainCamera.transform.Translate(Vector3.forward * Time.deltaTime * Input.GetAxis("Mouse ScrollWheel") * sensitivity, Space.Self);

        //按住左键拖拽地图
        if (Input.GetMouseButton(0))
        {
            Vector3 Dir = mainCamera.transform.right;
            Vector3 DirUp = mainCamera.transform.up;
            mainCamera.transform.position += Dir * -mouseX;
            mainCamera.transform.position += DirUp * -mouseY;
        }
        //右键旋转
        if (Input.GetMouseButton(1))
        {
            var eulerX = mainCamera.localEulerAngles.x - mouseY * SensitivityY;
            var eulerY = mainCamera.localEulerAngles.y + mouseX * SensitivityX;
            if (eulerX > 200) eulerX -= 360;
            eulerX = Mathf.Clamp(eulerX, MinimumY, MaximumY);
            mainCamera.localEulerAngles = new Vector3(eulerX, eulerY, 0);
        }

        FilterCamPos(mainCamera.transform);
    }
    /// <summary>
    /// 相机位置过滤
    /// </summary>
    /// <param name="mainCamera"></param>
    private void FilterCamPos(Transform mainCamera)
    {
        //限制了相机的高
        if (mainCamera.position.y < 0.6f)
        {
            mainCamera.position = new Vector3(mainCamera.position.x, 0.6f, mainCamera.position.z);
        }
        else if (mainCamera.position.y > 200f)
        {
            mainCamera.position = new Vector3(mainCamera.position.x, 200f, mainCamera.position.z);
        }
        if (mainCamera.position.z > 200f)
        {
            mainCamera.position = new Vector3(mainCamera.position.x, mainCamera.position.y, 200f);
        }
        else if (mainCamera.position.z < -90f)
        {
            mainCamera.position = new Vector3(mainCamera.position.x, mainCamera.position.y, -90f);
        }
        if (mainCamera.position.x > 160f)
        {
            mainCamera.position = new Vector3(160f, mainCamera.position.y, mainCamera.position.z);
        }
        else if (mainCamera.position.x < -160f)
        {
            mainCamera.position = new Vector3(-160f, mainCamera.position.y, mainCamera.position.z);
        }
    }
}

  • 1
    点赞
  • 6
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

Unity_阿黄

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值