unity功能记录--使用摄像机

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

public class Camera_Controller1 : MonoBehaviour {
    public Transform Target;

    public float Z_Distance = -20f;//与物体相距多远

    // Use this for initialization

    private Quaternion rotation = Quaternion.Euler(new Vector3(0f,90f,0f));//绕x轴旋转30度

    private float xSpeed=250.0f;
    private float ySpeed = 120.0f;
    //左右旋转的速度
    private float x = 0.0f;
    private float y = 0.0f;

    private int yMinLimit = -20;
    private int yMaxLimit = 80;

    //鼠标缩放距离
    public int MouseWheelSensitivity = 1;
    public int MouseZoomMin = 1;
    public int MouseZoomMax = 50;

    //屏幕拖拽
    private Vector3 screenPoint;
    private Vector3 offset;


    private Vector3 normalized;
 


    void Start () {
        float z = Target.transform.position.z - Z_Distance;
        //这段代码比较难以理解  绕x轴旋转将向量绕X轴旋转30f之后得到的是一个旋转后的向量 然后与目标位置相加 能够实现绕目标位置旋转
        this.transform.position = rotation * (new Vector3(Target.transform.position.x, Target.transform.position.y, z))+Target.transform.position;
        //让摄像机的Z轴方向正对目标物体
        transform.LookAt(Target);
        var angle = transform.eulerAngles;
        x = angle.y;
        y = angle.x;

        /*
        Vector3 relativePos = Target.position - this.gameObject.transform.position;
        Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f))*Quaternion.LookRotation(relativePos);
        
        transform.rotation = rotation;
        */
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetMouseButton(1))
        {
            x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
            //限制旋转角度
            y = ClampAngle(y,yMinLimit,yMaxLimit);
            //x轴和y轴旋转角度
            var rotation = Quaternion.Euler(y, x, 0);
            //绕目标旋转
            var position = rotation * new Vector3(0.0f, 0.0f, -Z_Distance) + Target.transform.position;
            //赋予摄像机坐标
            transform.rotation = rotation;
            transform.position = position;
        }
        else if(Input.GetAxis("Mouse ScrollWheel")!=0)
        {
            //为什么要格式化向量  当归一化的,一个向量保持相同的方向,但它的长度为1.0。
            normalized = (transform.position - Target.position).normalized;
            print(transform.position - Target.position);
           // print(normalized);
            if(Z_Distance>=MouseZoomMin&&Z_Distance<=MouseZoomMax)
            {
                Z_Distance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
            }
            if(Z_Distance<MouseZoomMin)
            {
                Z_Distance = MouseZoomMin;
            }
            if(Z_Distance>MouseZoomMax)
            {
                Z_Distance = MouseZoomMax;
            }
            transform.position = normalized* Z_Distance+Target.position;
          
        }
        else if (Input.GetMouseButtonDown(0))
        {
            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(0))
        {
            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(Target);



    }
    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);
    }
}

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