Unity相机的旋转 缩放(相当于物体的旋转 缩放---物体一直在相机中间)

此篇博客介绍了如何使用Unity3D实现玩家通过鼠标操作控制游戏角色视角,包括平移和旋转,并且能动态调整相机与目标的距离。作者详细展示了输入处理、旋转计算、位置调整以及使用了线性插值来平滑相机移动的过程。
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Test : MonoBehaviour
{
    public Transform target;
    public float xSpeed = 200;
    public float ySpeed = 200;
    public float mSpeed = 10;
    public float yMinLimit = -50;
    public float yMaxLimit = 50;
    public float distance = 2;
    public float minDistance = 2;
    public float maxDistance = 30;
    //bool needDamping = false;
    public bool needDamping = true;
    float damping = 5.0f;
    public float x = 0.0f;
    public float y = 0.0f;
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;
    }

    // Update is called once per frame
    void LateUpdate()
    {
        Debug.Log(distance);
        if (target != null)
        {
            if (Input.GetMouseButton(1))
            {
                x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                y += Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
                y = ClampAngle(y, yMinLimit, yMaxLimit);
                Debug.Log("鼠标");
            }
            //ToDo
            distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            //硬件shuru——>形成一个Quaternion
            Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
            Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
            //把向量绕Quaternion的各个角度旋转
            Vector3 position = rotation * disVector + target.position;
            //adjust the carmera
            if (needDamping)
            {
                transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
                transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
            }
            else
            {
                transform.rotation = rotation;
                transform.position = position;
            }
        }

    }
    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);
    }

}




个人整理

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Test : MonoBehaviour
{
    public Transform a;
    public float x = 0.0f;
    public float y = 0.0f;
    float distance = 2;
    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(1))
        {
            x += Input.GetAxis("Mouse X") * 2f;
            y -= Input.GetAxis("Mouse Y") * 2f;
            y = Mathf.Clamp(y, -50, 180);
        }

        distance -= Input.GetAxis("Mouse ScrollWheel") * 10;
        distance = Mathf.Clamp(distance, 2, 30);

        Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
        Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);

        Vector3 position = rotation * disVector + a.position;

        transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * 5);
        transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * 5);




    }

}



在这里插入图片描述

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