Unity控制第三人称和相机的移动

相机的移动

using UnityEngine;
using System.Collections;
public class Cam360View : MonoBehaviour
{
    public Transform target;
    public float xSpeed = 200;
    public float ySpeed = 200;
    public float mSpeed = 10;
    public float yMinLimit = -50;
    public float yMaxLimit = 50;
    public float distance = 10;
    public float minDistance = 2;
    public float maxDistance = 30;
   
 
    public bool needDamping = true;
    float damping = 5.0f;
    public float x = 0.0f;
    public float y = 0.0f;

    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;
    }
    void LateUpdate()
    {
        if (target)
        {
            if (Input.GetMouseButton(1))
            {
                x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
                y = ClampAngle(y, yMinLimit, yMaxLimit);
            }
            distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
            Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
            Vector3 position = rotation * disVector + target.position;
            //adjust the camera 
            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;
            }
         
        }
    }
    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);
    }
}

WASD控制人物

 
using UnityEngine;
using System.Collections;
 
public class ThirdPlayerMove : MonoBehaviour
{

    float h;
    float v;
    public float speed = 6;
    public float turnSpeed = 15;
    public Transform camTransform;
    Vector3 movement;
    Vector3 camForward;

    void Update()
    {
        Move();
    }

    void Move()
    {
        h = Input.GetAxis("Horizontal");
        v = Input.GetAxis("Vertical");

        //GetComponent<Rigidbody>().MovePosition(transform.position + camTransform.right * h + camForward * v);  
        transform.Translate(camTransform.right * h * speed * Time.deltaTime + camForward * v * speed * Time.deltaTime, Space.World);
        if (h != 0 || v != 0)
        {
            Rotating(h, v);
        }
    }

    void Rotating(float hh, float vv)
    {
        camForward = Vector3.Cross(camTransform.right, Vector3.up);  

        Vector3 targetDir = camTransform.right * hh + camForward * vv;  

        Quaternion targetRotation = Quaternion.LookRotation(targetDir, Vector3.up); 

        transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSpeed * Time.deltaTime);
    }
}
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