public class FollowPlayer : MonoBehaviour {
private Transform player;
private Vector3 offsetPosition;//位置偏移
private bool isRotating = false;
public float distance = 0;
public float scrollSpeed = 10;
public float rotateSpeed = 2;
// Use this for initialization
void Start () {
player = GameObject.FindGameObjectWithTag(Tags.player).transform;
transform.LookAt(player.position);
offsetPosition = transform.position - player.position;
}
// Update is called once per frame
void Update () {
transform.position = offsetPosition + player.position;
//处理视野的旋转
RotateView();
//处理视野的拉近和拉远效果
ScrollView();
}
void ScrollView() {
//print(Input.GetAxis("Mouse ScrollWheel"));//向后 返回负值 (拉近视野) 向前滑动 返回正值(拉远视野)
distance = offsetPosition.magnitude;//方差
distance += Input.GetAxis("Mouse ScrollWheel")*scrollSpeed;
distance = Mathf.Clamp(distance, 2, 18);//限制范围
offsetPosition = offsetPosition.normalized * distance;
}
void RotateView() {
//Input.GetAxis("Mouse X");//得到鼠标在水平方向的滑动
//Input.GetAxis("Mouse Y");//得到鼠标在垂直方向的滑动
if (Input.GetMouseButtonDown(1)) {
isRotating = true;
}
if (Input.GetMouseButtonUp(1)) {
isRotating = false;
}
if (Input.GetKeyDown(KeyCode.LeftAlt))
{
isRotating = true;
}
if (Input.GetKeyUp(KeyCode.LeftAlt))
{
isRotating = false;
}
if (isRotating) {
//中心旋转
transform.RotateAround(player.position,player.up, rotateSpeed * Input.GetAxis("Mouse X"));
Vector3 originalPos = transform.position;
Quaternion originalRotation = transform.rotation;
transform.RotateAround(player.position,transform.right, -rotateSpeed * Input.GetAxis("Mouse Y"));//影响的属性有两个 一个是position 一个是rotation
float x = transform.eulerAngles.x;
if (x < 10 || x > 80) {//当超出范围之后,我们将属性归位原来的,就是让旋转无效
transform.position = originalPos;
transform.rotation = originalRotation;
}
}
offsetPosition = transform.position - player.position;//重置偏差,卫星旋转不止角度变,位置也会变
}
}
视野的旋转、跟随,比如吃鸡按住ALt,以及视野的拉近拉远
最新推荐文章于 2022-11-14 17:15:46 发布