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);
}
}
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);
}
}