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;
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");
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);
}
}