untiy 流畅版相机选转拉近 基于目标

 /************************************************************************************************************************/

        [SerializeField] private Transform target;
        [SerializeField] private MouseButton _MouseButton = MouseButton.Right;
        [SerializeField] private Vector3 _Sensitivity = new Vector3(15, -10, -0.1f);

        private float _Distance;

        /************************************************************************************************************************/

        public enum MouseButton
        {
            Automatic = -1,
            Left = 0,
            Right = 1,
            Middle = 2,
        }

        /************************************************************************************************************************/

        private void Awake()
        {
            _Distance = Vector3.Distance(target.position , transform.position);

            transform.LookAt(target .position);
        }

        /************************************************************************************************************************/

        private void Update()
        {
#if UNITY_EDITOR
            if (!UnityEditor.EditorApplication.isPlaying)
            {
                transform.LookAt(target );
                return;
            }
#endif

            if (_MouseButton == MouseButton.Automatic || Input.GetMouseButton((int)_MouseButton))
            {
                var movement = new Vector2(
                    Input.GetAxis("Mouse X"),
                    Input.GetAxis("Mouse Y"));

                if (movement != Vector2.zero)
                {
                    var euler = transform.localEulerAngles;
                    euler.y += movement.x * _Sensitivity.x;
                    euler.x += movement.y * _Sensitivity.y;
                    if (euler.x > 180)
                        euler.x -= 360;
                    euler.x = Mathf.Clamp(euler.x, -80, 80);
                    transform.localEulerAngles = euler; 
                }
            }

            var zoom = Input.mouseScrollDelta.y * _Sensitivity.z;
            if (zoom != 0 &&
                Input.mousePosition.x >= 0 && Input.mousePosition.x <= Screen.width &&
                Input.mousePosition.y >= 0 && Input.mousePosition.y <= Screen.height)
            {
                _Distance *= 1 + zoom;
            }

            // Always update position even with no input in case the target is moving.

            UpdatePosition();
        }

        /************************************************************************************************************************/

        private void UpdatePosition()
        {
            transform.position = target .position  - transform.forward * _Distance;
        }

        /************************************************************************************************************************/

        private void OnDrawGizmosSelected()
        {
            Gizmos.color = new Color(0.5f, 1, 0.5f, 1);
            Gizmos.DrawLine(transform.position, target .position );
        }

 

 

 

 

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