Unity开发:摄像机的移动、缩放、旋转

为了方便,写了一个脚本,使用时,将摄像机放在一个空物体下,然后将脚本附在空物体即可,使用时只需要改动每个SliderControll 的offset即可

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class CameraAction : MonoBehaviour
{
    public static CameraAction instance;


    public GameObject camera;//绑定摄像头
    public GameObject anchor;
    public GameObject LookAt;//anchor和LookAt绑定空物体



    public SliderControll Angle, Dist, Rotate;
    public SliderControll PosX, PosY;

    private void Awake()
    {
        instance = this;
    }

    // Use this for initialization
    void Start () {
        Angle.IniAxis(camera.transform.rotation.eulerAngles.x);
        Dist.IniAxis(Vector3.Distance(anchor.transform.position,camera.transform.position));

    }

    // Update is called once per frame
    void Update ()
    {
        float angle = Angle.Updata();
        if (angle != 0)
        {
            Angle.IniAxis(camera.transform.rotation.eulerAngles.x);
            camera.transform.Translate(Vector3.up*angle);
        }

        float dist = Dist.Updata();
        if (dist != 0)
        {
            camera.transform.position -= camera.transform.forward * dist;
            dist = 0;
        }

        float rotate = Rotate.Updata();
        if (rotate != 0)
        {
            anchor.transform.Rotate(Vector3.up * rotate);
        }

        Vector3 move = new Vector3(PosX.Updata(),0,PosY.Updata());
        if (move != Vector3.zero)
        {
            anchor.transform.Translate(move);
        }

        camera.transform.LookAt(LookAt.transform);
    }


}
[Serializable]
public class SliderControll
{
    public float Offset;
    private float Axis;
    public float Min, Max;

    public void IniAxis(float Axis)
    {
        this.Axis = Axis;
    }

    public float GetAxis()
    {
        return Axis;
    }

    public void Add(float off)
    {
        Offset += off;
    }

    public float Updata()
    {
        float result = Offset;
        if((Axis> Max && Offset > 0) || (Axis < Min && Offset < 0))
        {
            if (Max != Min)
            {
                result = 0; 
            }
        }
        Axis += result;

        Offset = 0;
        return result;
    }
}
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