视线的旋转与缩放

第三人称

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

public class LookAty : MonoBehaviour
{
    public Transform Player;
    public Vector3 speed;
    private Transform LR;
    private Transform UD;
    private Transform Zoom;
    void Start()
    {
        Player = GameObject.FindGameObjectWithTag("Player").transform;
        LR = transform.GetChild(0);
        UD = LR.GetChild(0);
        Zoom = UD.GetChild(0);
    }

    // Update is called once per frame
    void Update()
    {

        float Maz = Input.GetAxis("Mouse ScrollWheel");
        //transform.Translate(new Vector3(Max, May, Maz));
        //if(Input.GetMouseButtonDown(0))
        //{
        //    transform.Translate(new Vector3(Max, 0, 0));
        //}
        transform.position = Vector3.SmoothDamp(transform.position, Player.position, ref speed, 0.2f);
        if (Input.GetMouseButton(0))
        {
            float Max = Input.GetAxis("Mouse X");
            float May = Input.GetAxis("Mouse Y");
            if (Max != 0)
            {
                LR.transform.localRotation *= Quaternion.Euler(Vector3.up * 100 * Time.deltaTime * Max);
            }
            if (May != 0)
            {
                UD.transform.localRotation *= Quaternion.Euler(Vector3.left * 180 * Time.deltaTime * May);
                Vector3 temp = UD.transform.localEulerAngles;
                UD.transform.localRotation = Quaternion.Euler(new Vector3(temp.x > 180 ? Mathf.Clamp(temp.x, 340, 359) : Mathf.Clamp(temp.x, 0, 60), temp.y, temp.z));

            }
        }
        if (Maz!=0)
        {
                Zoom.transform.localPosition+= ( Vector3.forward * Maz);
                Vector3 ovr = Zoom.transform.localPosition;
              Zoom.transform.localPosition = new Vector3(ovr.x,ovr.y,Mathf.Clamp(ovr.z,-10,-4));
        }
    }
}
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