第一次发控制摄像机旋转代码是几个月前。
Unity3D【脚本】鼠标对摄像机的控制 - 点击鼠标,摄像机围绕圆心旋转
好几个月不做Unity了,突然有个小项目用到了这个脚本,顺手就把以前写的代码找来用了,可看到写的代码……好烂!!!重新整理了一遍。
using UnityEngine;
using System.Collections;
/**
* 脚本主要功能:使摄像机围绕一个物体旋转
*
* @作者 <a target=_blank href="mailto:416648778@qq.com">416648778@qq.com</a>
* @时间 2014-12-10
*/
public class MoveCameraByMouse : MonoBehaviour
{
// 围绕旋转的目标物体
public Transform target;
// 设置旋转角度
public float x = 0f, y = 0f, z = 0f;
public bool xFlag = false, yFlag = false;
// 旋转速度值
public float xSpeed = 100, ySpeed = 100, mSpeed = 50;
// y轴角度限制,设置成一样则该轴不旋转
public float yMinLimit = -365, yMaxLimit = 365;
// x轴角度限制,同上
public float leftMax = -365, rightMax = 365;
// 距离限制,同上
public float distance = 3f, minDistance = 1f, maxDistance = 6f;
// 阻尼设置
public bool needDamping = true;
public float damping = 3f;
// 改变中心目标物体
public void SetTarget(GameObject go)
{
target = go.transform;
}
// Use this for initialization
void Start()
{
//Vector3 angles = transform.eulerAngles;
//x = angles.y;
//y = angles.x;
pers();
}
/**
* Update is called once per frame
*
* 中心物体不为空,则开始运行脚本;
*
* 当有鼠标点击事件后,改变x、y的值;
* 当有鼠标滚轮事件后,改变distance的值;
*
* 最后,计算角度和坐标等,移动摄像机到该位置
*
*/
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
// 判断是否需要反向旋转
if ((y > 90f && y < 270f) || (y < -90 && y > -270f))
{
x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
} else
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
}
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
x = ClampAngle(x, leftMax, rightMax);
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, z);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
// 阻尼感
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;
}
}
}
// 对数值进行限制;
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);
}
// 初始
public void pers()
{
this.x = 35f;
this.y = 35f;
}
// 正视图
public void front()
{
this.x = 0f;
this.y = 0f;
}
// 后视图
public void back()
{
this.x = 180f;
this.y = 0f;
}
// 左视图
public void left()
{
this.x = 90f;
this.y = 0f;
}
// 右视图
public void right()
{
this.x = 270f;
this.y = 0f;
}
// 俯视图
public void top()
{
this.x = 0f;
this.y = 90f;
}
// 仰视图
public void bottom()
{
this.x = 0f;
this.y = -90f;
}
}