相机围绕目标物体旋转观察

效果如下,白色方块为观察的目标物体。
在这里插入图片描述
将下列脚本挂载到相机上即可,其他参数可自行调整。
脚本实现如下:

using UnityEngine;
using System.Collections;

/// <summary>
/// 相机围绕物体全方面观察的脚本类
/// 可以旋转自主控制观察角度等等
/// 同时相机默认在自动围绕观察
/// </summary>
public class CameraRotate : MonoBehaviour
{
    [Header("相机观察的目标物体")]
    public Transform targetObject;
    public Vector3 targetOffset;
    public float averageDistance = 5.0f;
    public float maxDistance = 20;
    [Header("相机距离观察目标物体的最小距离,距离过小,相机会进入物体内部")]
    public float minDistance = .6f;
    public float xSpeed = 200.0f;
    public float ySpeed = 200.0f;
    [Header("相机y轴视野范围")]
    public int yMinLimit = -80;
    public int yMaxLimit = 80;
    [Header("滑轮控制缩放的速度")]
    public int zoomSpeed = 40;

    public float panSpeed = 0.3f;
    [Header("旋转阻尼")]
    public float zoomDampening = 5.0f;
    [Header("相机自主旋转开关阀值,等于小于0既是关闭自主旋转")]
	public float rotateOnOff = 1;
    [Header("相机自主旋转速率")]
    public float amaze;
    [Header("鼠标控制视野旋转开关")]
    public bool buttonDown;

    private float xDeg = 0.0f;
    private float yDeg = 0.0f;
    private float currentDistance;
    private float desiredDistance;
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    private Quaternion rotation;
    private Vector3 position;
	private float idleTimer = 0.0f;
	private float idleSmooth = 0.0f;
	
    void Start() { Init(); }
    void OnEnable() { Init(); }

    public void Init()
    {
        //如果目标物体为空,则在相机正前方aberageDistance处生成一个观察目标
		if (!targetObject)
        {
            GameObject go = new GameObject("Cam Target");
			go.transform.position = transform.position + (transform.forward * averageDistance);
			targetObject = go.transform;
        }

		currentDistance = averageDistance;
		desiredDistance = averageDistance;
        
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;
       //获取相机当前在x和y轴上的一个旋转角度
        xDeg = Vector3.Angle(Vector3.right, transform.right );
        yDeg = Vector3.Angle(Vector3.up, transform.up );
        //相机位置=要观察的目标位置-目标和相机在三维下的位置差值(目标的旋转*世界坐标正前方*距离+目标差值)
		position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
    }

    void LateUpdate()
    {  
        if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
        {
			desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f  * zoomSpeed*0.125f * Mathf.Abs(desiredDistance);
        }
        else if (Input.GetMouseButton(0)&&!buttonDown )//按下鼠标左键
        {
            //通过鼠标的移动控制相机的旋转角度
            xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);//限制y轴方向上的旋转角度
			
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
            //通过插值运算将旋转后的相机角度赋值给当前相机
           	rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening);
        	transform.rotation = rotation;
			idleTimer=0;
        //    idleSmooth=0;
       
		}else{//当鼠标没有操作时,相机默认自动围绕目标物体水平旋转
			idleTimer+=0.02f ;
			if(idleTimer > rotateOnOff && rotateOnOff > 0){
				idleSmooth+=(0.02f +idleSmooth)* amaze;
				idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
				xDeg += xSpeed * 0.001f * idleSmooth;
			}

            yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
            desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
            currentRotation = transform.rotation;
           	rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f  * zoomDampening*2);
        	transform.rotation = rotation;
		}
	    //通过鼠标的滚轮来控制相机位置的远近(类似于缩放的效果)
		desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f  * zoomSpeed * Mathf.Abs(desiredDistance);
        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f  * zoomDampening);
		position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        transform.position = position;
    }

    /// <summary>
    /// 限制角度angle的大小在一个范围内
    /// </summary>
    /// <param name="angle">需要限制大小的角度</param>
    /// <param name="min">限制的最小值</param>
    /// <param name="max">限制的最大值</param>
    /// <returns></returns>
    private 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);
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="num"></param>
    public void offRotation(float num)
    {
        amaze = num;
    }
    public void ButtonDown()
    {
        buttonDown = true;
    }
    public void ButtonUp()
    {
        buttonDown = false;
    }
}

个人参数设置,仅供参考:
在这里插入图片描述

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