using UnityEngine;
using System.Collections;
public class CF2 : MonoBehaviour
{
private Transform player;
private Vector3 offsetPosition;//位置偏移
private bool isRotating = false;
public float distance = 0;//存储距离
public float scrollSpeed = 10;//拉近拉远的距离
public float rotateSpeed = 2;
// Use this for initialization
void Start()
{
player = GameObject.FindGameObjectWithTag("Player").transform;
transform.LookAt(player.position);
offsetPosition = transform.position - player.position;
}
// Update is called once per frame
void Update()
{
transform.position = offsetPosition + player.position;//摄像机跟随玩家
//处理视野的旋转
RotateView();
//处理视野的拉近和拉远效果
ScrollView();
}
void ScrollView()
{
//print(Input.GetAxis("Mouse ScrollWheel"));//向后 返回负值(拉近视野)向前滑动 返回正值(拉远视野)
distance = offsetPosition.magnitude;//返回这个向量的长度
distance += Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
distance = Mathf.Clamp(distance, 5, 18);//缩放的距离限制
offsetPosition = offsetPosition.normalized * distance;//位置偏移 实现缩放功能
}
void RotateView()
{
if (Input.GetMouseButtonDown(1))
{
isRotating = true;
}
if (Input.GetMouseButtonUp(1))
{
isRotating = false;
}
if (isRotating)
{
transform.RotateAround(player.position, player.up, rotateSpeed * Input.GetAxis("Mouse X"));
Vector3 originalPos = transform.position;
Quaternion originalRotation = transform.rotation;
transform.RotateAround(player.position, transform.right, -rotateSpeed * Input.GetAxis("Mouse Y"));//旋转转换轴通过点在世界坐标的角度
//影响的属性有两个 一个是position 一个是rotation
float x = transform.eulerAngles.x;//返回x所要旋转的角度
if (x < 10 || x > 80)//当超出范围之后,我们将属性归位(为)原来的,就是让旋转无效
{
transform.position = originalPos;
transform.rotation = originalRotation;
}
}
offsetPosition = transform.position - player.position;//旋转之后要更新offsetPosition
}
}
滚轮缩放视角以玩家为中心旋转视野
最新推荐文章于 2024-05-01 10:20:06 发布