首先在相机上挂载一个Followplayer代码
然后添加代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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;
distance += Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
distance = Mathf.Clamp(distance, 2, 18);
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 (isRotating)
{
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;
}
}
然后运行就能得到