unity鼠标按下旋转事件

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


public class MouseView : MonoBehaviour
{

    public enum RotationAxes
    {
        MouseXAndY = 0,
        MouseX = 1,
        MouseY = 2
    }

    public RotationAxes m_axes = RotationAxes.MouseXAndY;
    public float m_sensitivityX = 10f;
    public float m_sensitivityY = 10f;

    // 水平方向的 镜头转向
    public float m_minimumX = -360f;
    public float m_maximumX = 360f;
    // 垂直方向的 镜头转向 (这里给个限度 最大仰角为25°)
    public float m_minimumY = -25f;
    public float m_maximumY = 25f;

    float m_rotationY = 0f;


    // Use this for initialization
    void Start()
    {
        // 防止 刚体影响 镜头旋转
        if (GetComponent<Rigidbody>())
        {
            GetComponent<Rigidbody>().freezeRotation = true;
        }
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButton(0))
        { 
            if (m_axes == RotationAxes.MouseXAndY)
        {
            float m_rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * m_sensitivityX;
            m_rotationY += Input.GetAxis("Mouse Y") * m_sensitivityY;
            m_rotationY = Mathf.Clamp(m_rotationY, m_minimumY, m_maximumY);

            transform.localEulerAngles = new Vector3(-m_rotationY, m_rotationX, 0);
        }
        else if (m_axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * m_sensitivityX, 0);
        }
        else
        {
            m_rotationY += Input.GetAxis("Mouse Y") * m_sensitivityY;
            m_rotationY = Mathf.Clamp(m_rotationY, m_minimumY, m_maximumY);

            transform.localEulerAngles = new Vector3(-m_rotationY, transform.localEulerAngles.y, 0);
        }
        }
    }
}

 

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