unity 相机平移旋转拉近拉远双击放大缩小

 需要切记的事情,观看的物体一定要水平放置,否则视角会很奇怪


此脚本是挂在相机上 


//FR:徐海涛(hunk Xu)   QQ技术交流群:386476712



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



public class RotateCameraNew : MonoBehaviour
{

    private Transform myTransform;

    public static RotateCameraNew instance;

    public float distance;  //距离


    public GameObject target;

    float time = 0;


    public bool isDragingSlider = false;
    public Vector3 initTargetPos;
    void Start()
    {
        time = Time.time;
        myTransform = transform;
        initTargetPos = target.transform.position;
        //初始化相机
        distance = Vector3.Distance(target.transform.position, transform.position);
        Camera.main.transform.position = target.transform.position - this.transform.forward * distance;
    }

   

    private void Awake()
    {
        instance = this;
    }


    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {          
            //当第二次点击鼠标,且时间间隔满足要求时双击鼠标
            if (Time.time - time <= 0.1f)
            {
                leftClick();

            }
            time = Time.time;
        }

        if (Input.GetMouseButtonDown(1))
        {

            //当第二次点击鼠标,且时间间隔满足要求时双击鼠标
            if (Time.time - time <= 0.1f)
            {
                rightClick();

            }
            time = Time.time;
        }

        //鼠标滚轮事件
        if(Input.GetAxis("Mouse ScrollWheel") != 0)
        {

            scrollEventByTouShi(Input.GetAxis("Mouse ScrollWheel"));        
        }


        //实现左键拖动平移相机
        if (Input.GetMouseButton(0)&& !isDragingSlider)
        {
            Vector3 p0 = Camera.main.transform.position;
            Vector3 p01 = p0 - Camera.main.transform.right * Input.GetAxisRaw("Mouse X") * 0.08f * Time.timeScale;
            Vector3 p03 = p01 - Camera.main.transform.up * Input.GetAxisRaw("Mouse Y") * 0.08f * Time.timeScale;

             Camera.main.transform.position = p03;
            Vector3 change = p03 - p0;
            target.transform.position =change + target.transform.position;

            
        }

        //鼠标右键旋转物体
        if (Input.GetMouseButton(1) && !isDragingSlider)
        {
            float axis = Input.GetAxis("Mouse X");
            float axis1 = Input.GetAxis("Mouse Y");
            this.transform.Rotate(Vector3.up * Time.deltaTime * 100 * axis,Space.World);
            this.transform.Rotate(-Vector3.right * Time.deltaTime * 100 * axis1);

            Camera.main.transform.position = target.transform.position - this.transform.forward * distance;

        }

    }

    //左键双击
    public void leftClick()
    {
        //双击视野放大功能
        //print("leftClick");
        Vector3 p01 = myTransform.position;
        Vector3 p02 =p01+ myTransform.forward * 30f;
        myTransform.position = p02;
        
    }

    //右键双击
    public void rightClick()
    {
        print("rightClick");
        //双击视野缩小功能

        Vector3 p01 = myTransform.position;
        Vector3 p02 = p01 - myTransform.forward * 30f;
        myTransform.position = p02;
    
    }



    //透视状态下,鼠标滚轮前进后退功能
    public void scrollEventByTouShi(float vall)
    {
        if (vall > 0) //想向前移动
        {
              myTransform.position += myTransform.forward * vall * 30;
              distance = Vector3.Distance(target.transform.position, transform.position);

        }
        else   //向后退
        {            
              myTransform.position += myTransform.forward * vall * 30;
              distance = Vector3.Distance(target.transform.position, transform.position);
        }
    }

  

    public static float ClampAngle(float angle, float min, float max)
    {
        angle = angle % 360;
        if ((angle >= -360F) && (angle <= 360F))
        {
            if (angle < -360F)
            {
                angle += 360F;
            }
            if (angle > 360F)
            {
                angle -= 360F;
            }
        }
        return Mathf.Clamp(angle, min, max);
    }



  

}

 

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