物体旋转可以选择欧拉角或者四元素进行,我这里为了旋转平滑用了四元素的Quaternion.Slerp方法,但是如果上下左右旋转同时作用在相机上,旋转的时候会出现倾斜.为了解决这个问题我给相机添加一个父物体,父物体控制水平旋转,相机控制垂直旋转.
在场景中创建一个相机父物体,相机的位置和旋转默认归零.完整代码如下:
public float XSensitivity = 2f;
public float YSensitivity = 2f;
//是否平滑
public bool smooth;
//平滑参数
public float smoothTime = 5f;
//相机父物体
private Quaternion targetRot;
//相机
private Quaternion cameraRot;
private void Start()
{
targetRot = transform.parent.localRotation;
cameraRot = transform.localRotation;
}
private void Update()
{
//按下右键旋转
if (!Input.GetMouseButton(1)) return;
LookRotation();
}
public void LookRotation()
{
float yRot = Input.GetAxis("Mouse X") * XSensitivity;
float xRot = Input.GetAxis("Mouse Y") * YSensitivity;
targetRot *= Quaternion.Euler(0f, yRot, 0f);
cameraRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (smooth)
{
transform.parent.localRotation = Quaternion.Slerp(transform.parent.localRotation, targetRot, smoothTime * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, cameraRot, smoothTime * Time.deltaTime);
}
else
{
transform.parent.localRotation = targetRot;
transform.localRotation = cameraRot;
}
}
把脚本拖拽到相机上即可.