1. 摄像机预览物体 上下左右远近
把CameraFollow脚本赋给Camera,把要观察的对象赋给target
using UnityEngine;
using System.Collections;
public class CameraFollow : MonoBehaviour
{
public Transform target;
public float targetHeight;
public float distance;
public int maxDistance;
public float minDistance;
public float xSpeed;
public float ySpeed;
public int yMinLimit;
public int yMaxLimit;
public int zoomRate;
public float rotationDampening;
private float x;
private float y;
public CameraFollow()
{
this.targetHeight = 2f;
this.distance = 5f;
this.maxDistance = 20;
this.minDistance = 2.5f;
this.xSpeed = 250f;
this.ySpeed = 120f;
this.yMinLimit = -20;
this.yMaxLimit = 80;
this.zoomRate = 20;
this.rotationDampening = 3f;
}
public void Start()
{
Vector3 eulerAngles = this.transform.eulerAngles;
this.x = eulerAngles.y;
this.y = eulerAngles.x;
if (this.rigidbody)
{
this.rigidbody.freezeRotation = true;
}
}
public void LateUpdate()
{
if (this.target)
{
if (Input.GetMouseButton(1) || Input.GetMouseButton(1))
{
this.x += Input.GetAxis("Mouse X") * this.xSpeed * 0.02f;
this.y -= Input.GetAxis("Mouse Y") * this.ySpeed * 0.02f;
}
else
{
if (Input.GetAxis("Vertical") != (float)0 || Input.GetAxis("Horizontal") != (float)0)
{
float num = this.target.eulerAngles.y;
float num2 = this.transform.eulerAngles.y;
this.x = Mathf.LerpAngle(num2, num, this.rotationDampening * Time.deltaTime);
}
}
this.distance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * (float)this.zoomRate * Mathf.Abs(this.distance);
this.distance = Mathf.Clamp(this.distance, this.minDistance, (float)this.maxDistance);
this.y = ClampAngle(this.y, (float)this.yMinLimit, (float)this.yMaxLimit);
Quaternion quaternion = Quaternion.Euler(this.y, this.x, (float)0);
Vector3 position = this.target.position - (quaternion * Vector3.forward * this.distance + new Vector3((float)0, -this.targetHeight, (float)0));
this.transform.rotation = quaternion;
this.transform.position = position;
}
}
public float ClampAngle(float angle, float min, float max)
{
if (angle < (float)-360)
{
angle += (float)360;
}
if (angle > (float)360)
{
angle -= (float)360;
}
return Mathf.Clamp(angle, min, max);
}
}
2. 摄像机围绕物体旋转
using UnityEngine;
using System.Collections;
public class CameraVirtual : MonoBehaviour
{
//旋转的物体
public GameObject building;
//用来记录鼠标的位置,以便计算旋转幅度
Vector2 p1, p2;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(1))
{
p1 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);//鼠标右键按下时记录鼠标位置p1
}
if (Input.GetMouseButton(1))
{
p2 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);//鼠标右键拖动时记录鼠标位置p2
//下面开始旋转,仅在水平方向上进行旋转
float dx = p2.x - p1.x;
transform.RotateAround(building.transform.position, Vector3.up, dx * Time.deltaTime);
}
}
}
参考: 1