自己使用的是 Unity2018和VS2019版。
向主相机添加FollowPlayer类。
下面呈现代码
这里有小Bug, 拉近拉远和旋转视角无法同时使用,后续会进行更改完善
public class FollowPlayer : MonoBehaviour {
private Transform player;//主角 随便创建一个物体 将它的标签改为Player
private Vector3 offsetPosition;//位置偏移
public float distance = 0;
public float scrollSpeed = 10;//拉近缩小的速度
public float rotateSpeed = 10;
private bool isRotaing = false;
// 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;
//处理视野的拉近和拉远效果
ScrollUV();
//处理视野的旋转
RotateView();
}
//🐂🍺
void ScrollUV()
{
//print(Input.GetAxis("Mouse ScrollWheel"));//向后滑动返回负值(拉远视野) 向前滑动返回正值(拉近视野)
distance = offsetPosition.magnitude;
distance -= Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;//个人习惯是向后为拉远 所以减去滚筒所得数
distance = Mathf.Clamp(distance,2, 18);//限制拉近拉远的距离
offsetPosition = offsetPosition.normalized * distance;//方向不变长度变为distance
}
void RotateView()
{
//Input.GetAxis("Mouse X");//得到鼠标在水平方向的滑动
//Input.GetAxis("Mouse Y");//得到鼠标在数值方向的滑动
if (Input.GetMouseButtonDown(1))
{
isRotaing = true;
}
if (Input.GetMouseButtonUp(1))
{
isRotaing = false;
}
if (isRotaing)
{
transform.RotateAround(player.position,player.up, rotateSpeed * Input.GetAxis("Mouse X"));
Vector3 originaIPOS = transform.position;
Quaternion originaIRotation = 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)//超出范围 我们将归回原位 旋转无效
{
transform.position = originaIPOS;
transform.rotation = originaIRotation;
}
x = Mathf.Clamp(x, 10, 80);
transform.eulerAngles = new Vector3(x, transform.eulerAngles.y, transform.eulerAngles.z);
}
offsetPosition = transform.position - player.position;
}
}
添加标签步骤
后续会完善,感谢各位大佬捧场