原文地址:https://blog.csdn.net/lhj1101049257/article/details/43734181
/***
* Title:"智慧工厂" 项目
* 主题:控制鼠标移动物体
* Description:
* 功能:点击鼠标左键控制物体360展示
* Date:2018
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleUIFrame
{
public class Global_FllowMouseRotate : MonoBehaviour
{
public Transform target; //目标物体
public float xSpeed = 200, ySpeed = 200, mSpeed = 10; //移动速度
public float yMinLimit = -50, yMaxLimit = 50; //摄像机的Y轴移动最小最大限制
public float distance = 7, minDistance = 2, maxDistance = 30; //摄像机与目标物体的距离
public bool needDamping = true; //阻尼默认开启
float damping = 5.0f; //默认阻尼为5.0F
public float x = 0.0f; //X轴
public float y = 0.0f; //Y轴
//初始化
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
/// <summary>
/// 检测鼠标是否按下进行旋转物体
/// </summary>
void LateUpdate()
{
if (target)
{
//使用按下鼠标左键移动物体
if (Input.GetMouseButton(0))
{
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;
}
}
}
/// <summary>
/// 旋转角度的控制
/// </summary>
/// <param name="angle">旋转的角度</param>
/// <param name="min">最小角度</param>
/// <param name="max">最大角度</param>
/// <returns></returns>
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);
}
}//class_end
}