我学习Unity3D一小段时间了,第一个制作目标就是实现一个自由漫游的摄像机。
使用WSAD键控制摄像机的前后左右移动,使用鼠标右键控制摄像机的旋转。
这个功能比较简单,代码也一目了然,不做过多解释了,直接上代码。
这个脚本不只可以用在摄像机上,也可以用在一般的GameObject上。
//-----------------------------------------------------------------
//1,把本类作为一个组件,包含在 GameObject 中。
//2,左手坐标系。
//-----------------------------------------------------------------
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-----------------------------------------------------------------
public class FiCameraControl : MonoBehaviour
{
public float moveSpeed = 30.0f;
public float rotateSpeed = 0.2f;
public static Vector3 kUpDirection = new Vector3(0.0f, 1.0f, 0.0f);
//控制摄像机旋转的成员变量。
private float m_fLastMousePosX = 0.0f;
private float m_fLastMousePosY = 0.0f;
private bool m_bMouseRightKeyDown = false;
//-----------------------------------------------------------------
void Start()
{
}
//-----------------------------------------------------------------
void Update()
{
//判断旋转
if (Input.GetMouseButtonDown(1)) //鼠标右键刚刚按下了
{
if (m_bMouseRightKeyDown == false)
{
m_bMouseRightKeyDown = true;
Vector3 kMousePos = Input.mousePosition;
m_fLastMousePosX = kMousePos.x;
m_fLastMousePosY = kMousePos.y;
}
}
else if (Input.GetMouseButtonUp(1)) //鼠标右键刚刚抬起了
{
if (m_bMouseRightKeyDown == true)
{
m_bMouseRightKeyDown = false;
m_fLastMousePosX = 0;
m_fLastMousePosY = 0;
}
}
else if (Input.GetMouseButton(1)) //鼠标右键处于按下状态中
{
if (m_bMouseRightKeyDown)
{
Vector3 kMousePos = Input.mousePosition;
float fDeltaX = kMousePos.x - m_fLastMousePosX;
float fDeltaY = kMousePos.y - m_fLastMousePosY;
m_fLastMousePosX = kMousePos.x;
m_fLastMousePosY = kMousePos.y;
Vector3 kNewEuler = transform.eulerAngles;
kNewEuler.x += (fDeltaY * rotateSpeed);
kNewEuler.y += -(fDeltaX * rotateSpeed);
transform.eulerAngles = kNewEuler;
}
}
//判断位移
float fMoveDeltaX = 0.0f;
float fMoveDeltaZ = 0.0f;
float fDeltaTime = Time.deltaTime;
if (Input.GetKey(KeyCode.A))
{
fMoveDeltaX -= moveSpeed * fDeltaTime;
}
if (Input.GetKey(KeyCode.D))
{
fMoveDeltaX += moveSpeed * fDeltaTime;
}
if (Input.GetKey(KeyCode.W))
{
fMoveDeltaZ += moveSpeed * fDeltaTime;
}
if (Input.GetKey(KeyCode.S))
{
fMoveDeltaZ -= moveSpeed * fDeltaTime;
}
if (fMoveDeltaX != 0.0f || fMoveDeltaZ != 0.0f)
{
Vector3 kForward = transform.forward;
Vector3 kRight = Vector3.Cross(kUpDirection, kForward);
Vector3 kNewPos = transform.position;
kNewPos += kRight * fMoveDeltaX;
kNewPos += kForward * fMoveDeltaZ;
transform.position = kNewPos;
}
}
}
//-----------------------------------------------------------------