UNTIY 摄像机移动控制(WASDQE+手柄)

using UnityEngine;

//巡游模式摄像机控制
public class CameraMove : MonoBehaviour
{
    public float moveSpeed = 30.0f;

    public float rotateSpeed = 0.2f;

    public Vector3 kUpDirection = new Vector3(0.0f, 1.0f, 0.0f);

    //控制摄像机旋转的成员变量。  
    private float m_fLastMousePosX = 0.0f;

    private float m_fLastMousePosY = 0.0f;

    private bool m_bMouseRightKeyDown = false;

    //左摇杆
    private float LeftAnalogX;
    private float LeftAnalogY;
    //右摇杆
    private float RightAnalogX;
    private float RightAnalogY;
    //扳机键
    private float LRT;

    void Update()
    {
        if (ConfigurationData.inputIndex == 0)
        {
            ControlByKey();
        }
        else
        {
            ControlByXBox();
        }
    }

    /// <summary>
    /// 手柄控制
    /// </summary>
    void ControlByXBox()
    {
        LeftAnalogY = Input.GetAxis("LeftAnalogY");
        RightAnalogY = Input.GetAxis("RightAnalogY");
        LRT = Input.GetAxis("LRT");

        //开始视角旋转
        if (RightAnalogY != 0)
        {
            if (m_bMouseRightKeyDown == false)
            {
                m_bMouseRightKeyDown = true;
            }

            if (m_bMouseRightKeyDown)
            {
                Vector3 kNewEuler = transform.eulerAngles;

                kNewEuler.x += RightAnalogY * rotateSpeed;

                transform.eulerAngles = kNewEuler;
            }
        }

        //鼠标右键刚刚抬起了
        //视角旋转停止
        if (RightAnalogY == 0)
        {
            if (m_bMouseRightKeyDown == true)
            {
                m_bMouseRightKeyDown = false;

                m_fLastMousePosY = 0;
            }
        }

        //判断位移  
        float fMoveDeltaX = 0.0f;
        float fMoveDeltaZ = 0.0f;
        float fMoveDeltaY = 0.0f;
        float fDeltaTime = Time.deltaTime;
        if (LeftAnalogX < 0)
        {
            fMoveDeltaX -= moveSpeed * fDeltaTime;
        }
        if (LeftAnalogX > 0)
        {
            fMoveDeltaX += moveSpeed * fDeltaTime;
        }
        if (LeftAnalogY < 0.0f)
        {
            fMoveDeltaZ += moveSpeed * fDeltaTime;
        }
        if (LeftAnalogY > 0)
        {
            fMoveDeltaZ -= moveSpeed * fDeltaTime;
        }
        if (LRT > 0)
        {
            fMoveDeltaY -= moveSpeed * fDeltaTime;
        }
        if (LRT < 0)
        {
            fMoveDeltaY += moveSpeed * fDeltaTime;
        }
        if (fMoveDeltaX != 0.0f || fMoveDeltaZ != 0.0f || fMoveDeltaY != 0.0f)
        {
            Vector3 kForward = transform.forward;
            Vector3 kUp = transform.up;
            Vector3 kRight = Vector3.Cross(kUpDirection, kForward);
            Vector3 kNewPos = transform.position;
            kNewPos += kRight * fMoveDeltaX;
            kNewPos += kForward * fMoveDeltaZ;
            kNewPos += kUp * fMoveDeltaY;
            transform.position = kNewPos;
        }
    }

    /// <summary>
    /// 键盘控制
    /// </summary>
    void ControlByKey()
    {
        //判断旋转  
        if (Input.GetMouseButtonDown(1)) //鼠标右键刚刚按下了  
        {
            if (m_bMouseRightKeyDown == false)
            {
                m_bMouseRightKeyDown = true;

                Vector3 kMousePos = Input.mousePosition;

                m_fLastMousePosX = kMousePos.x;

                m_fLastMousePosY = kMousePos.y;
            }
        }
        else if (Input.GetMouseButtonUp(1)) //鼠标右键刚刚抬起了  
        {
            if (m_bMouseRightKeyDown == true)
            {
                m_bMouseRightKeyDown = false;

                m_fLastMousePosX = 0;

                m_fLastMousePosY = 0;
            }
        }
        else if (Input.GetMouseButton(1)) //鼠标右键处于按下状态中  
        {
            if (m_bMouseRightKeyDown)
            {
                Vector3 kMousePos = Input.mousePosition;

                float fDeltaX = kMousePos.x - m_fLastMousePosX;

                float fDeltaY = kMousePos.y - m_fLastMousePosY;

                m_fLastMousePosX = kMousePos.x;

                m_fLastMousePosY = kMousePos.y;

                Vector3 kNewEuler = transform.eulerAngles;

                //kNewEuler.x += -(fDeltaY * rotateSpeed / 50.0f);

                kNewEuler.y += (fDeltaX * rotateSpeed / 50.0f);

                transform.eulerAngles = kNewEuler;
            }
        }

        //判断位移  
        float fMoveDeltaX = 0.0f;
        float fMoveDeltaZ = 0.0f;
        float fMoveDeltaY = 0.0f;
        float fDeltaTime = Time.deltaTime;

        if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
        {
            moveSpeed = 20;
        }

        if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
        {
            moveSpeed = 5;
        }

        if (Input.GetKey(KeyCode.A))
        {
            fMoveDeltaX -= moveSpeed * fDeltaTime;
        }
        if (Input.GetKey(KeyCode.D))
        {
            fMoveDeltaX += moveSpeed * fDeltaTime;
        }
        if (Input.GetKey(KeyCode.W))
        {
            fMoveDeltaZ += moveSpeed * fDeltaTime;
        }
        if (Input.GetKey(KeyCode.S))
        {
            fMoveDeltaZ -= moveSpeed * fDeltaTime;
        }
        if (Input.GetKey(KeyCode.Q))
        {
            fMoveDeltaY -= moveSpeed * fDeltaTime;
        }
        if (Input.GetKey(KeyCode.E))
        {
            fMoveDeltaY += moveSpeed * fDeltaTime;
        }
        if (fMoveDeltaX != 0.0f || fMoveDeltaZ != 0.0f || fMoveDeltaY != 0.0f)
        {
            Vector3 kForward = transform.forward;
            Vector3 kUp = transform.up;
            Vector3 kRight = Vector3.Cross(kUpDirection, kForward);
            Vector3 kNewPos = transform.position;
            kNewPos += kRight * fMoveDeltaX;
            kNewPos += kForward * fMoveDeltaZ;
            kNewPos += kUp * fMoveDeltaY;
            transform.position = kNewPos;
        }
    }
}

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