using UnityEngine;
using System.Collections;
// 直接放在相机上,控制相机的旋转和缩放 //
public class A : MonoBehaviour {
public Transformtarget;
public float xSpeed=200, ySpeed=200,mSpeed=10;
public float yMinLimit=-50,yMaxLimit=50;
public float distance=7, minDistance=2,maxDistance=30;
//bool needDamping =false;
public bool needDamping=true;
float damping = 5.0f;
public float x = 0.0f;
public float y = 0.0f;
public void SetTarget( GameObject go)
{
target =go.transform;
}
// Use this forinitialization
void Start () {
Vector3 angles =transform.eulerAngles;
x =angles.y;
y =angles.x;
}
// Update is called once perframe
void LateUpdate()
{
if(target)
{
//use thelight button of mouse to rotate the camera
if(Input.GetMouseButton(0) )
{
x+= Input.GetAxis("Mouse X") * xSpeed *0.02f;
y-= Input.GetAxis("Mouse Y") * ySpeed *0.02f;
y= ClampAngle(y, yMinLimit, yMaxLimit);
//print(Input.GetAxis("MouseX"));
//print(Input.GetAxis("Mouse Y"));
//print(x);
//print(y);
//Unity3D教程手册:www.unitymanual.com
}
distance -=Input.GetAxis("Mouse ScrollWheel")*mSpeed;
distance =Mathf.Clamp(distance, minDistance,maxDistance);
Quaternionrotation = Quaternion.Euler(y, x, 0.0f);
Vector3disVector = new Vector3( 0.0f, 0.0f, -distance);
Vector3position = rotation * disVector +target.position;
//adjust thecamera
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;
}
//Unity3D教程手册:www.unitymanual.com
}
}
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);
}
}
【源码】物品展示必备代码
最新推荐文章于 2023-05-26 18:03:36 发布