</pre><pre name="code" class="csharp">using UnityEngine;
using System.Collections;
public class Script_07_11 : MonoBehaviour
{
public Transform target;
private int MouseWheelSensitivity = 1;
private int MouseZoomMin = 1;
private int MouseZoomMax = 5;
private float normalDistance = 3;
private Vector3 normalized;
private float xSpeed = 250.0f;
private float ySpeed = 120.0f;
private int yMinLimit = -20;
private int yMaxLimit = 80;
private float x = 0.0f;
private float y = 0.0f;
private Vector3 screenPoint;
private Vector3 offset;
private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f));
private Vector3 CameraTarget;
void Start ()
{
CameraTarget = target.position;
float z = target.transform.position.z - normalDistance;
transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z);
transform.LookAt(target);
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
void Update ()
{
if(Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
transform.rotation = rotation;
transform.position = position;
}else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
normalized = (transform.position - CameraTarget).normalized;
if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
{
normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
}
if (normalDistance < MouseZoomMin)
{
normalDistance = MouseZoomMin;
}
if (normalDistance > MouseZoomMax)
{
normalDistance = MouseZoomMax;
}
transform.position = normalized * normalDistance;
}else if(Input.GetMouseButtonDown(2))
{
screenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
if(Input.GetMouseButton(2))
{
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
target.transform.position = curPosition;
}
transform.LookAt(CameraTarget);
}
static float ClampAngle (float angle , float min ,float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
}
把Scripts挂在主相机之上,在Target中选择要旋转拖放的模型