Unity旋转摄像头第一人称视角

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

public class MouseLookSS : MonoBehaviour {

public enum RotationAxes
{
    MouseXAndY = 0,
    MouseX = 1,
    MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXAndY;

public float sensitivityHor = 9.0f;
public float sensitivityVert = 9.0f;

public float minimumVert = -45.0f;
public float maximumVert = 45.0f;

private float _rotationX = 0;
bool isonui;//判断是否需要旋转摄像头
void Start()
{
    // Make the rigid body not change rotation
    Rigidbody body = GetComponent<Rigidbody>();
    if (body != null)
        body.freezeRotation = true;
}

void Update()
{
    Ispointetovergameobject(Input.mousePosition);
    if(!isonui)
    {
        if (Input.GetMouseButton(0))
        {
            RotateView();
            Cursor.visible = false;
        }
    }
 
    if (Input.GetMouseButtonUp(0))
    {
        Cursor.visible = true;
        RotateView();
        isonui = false;
    }       
}
/// <summary>
/// 旋转摄像头第一人称视角
/// </summary>
private void RotateView()
{
    if (axes == RotationAxes.MouseX)
    {
        transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
    }
    else if (axes == RotationAxes.MouseY)
    {
        _rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
        _rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);

        transform.localEulerAngles = new Vector3(_rotationX, transform.localEulerAngles.y, 0);
    }
    else
    {
        float rotationY = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityHor;

        _rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
        _rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);

        transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
    }
}
/// <summary>
/// 判断是否点击到UI
/// </summary>
/// <param name="input"></param>
void Ispointetovergameobject(Vector2 input)
{
    PointerEventData eventData = new PointerEventData(EventSystem.current);
    eventData.position = input;
    List<RaycastResult> rayresults = new List<RaycastResult>();
    EventSystem.current.RaycastAll(eventData, rayresults);
    if (Input.GetMouseButtonDown(0))
    {
        for (int i = 0; i < rayresults.Count; i++)
        {
            if (rayresults[i].gameObject.tag == "ui")
            {
                isonui = true;
            }
        }
    }
}

}

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