360相机控制(n种方式控制)

Unity 各种相机控制脚本:

01

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// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
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using UnityEngine;
public enum CamViewMode
{
    FREE,//自由视角
    TOP,//俯视角
    LIMIT//固定视角
}

[AddComponentMenu("CameraControl/CameraControllerEvent")]
public class CameraControllerEvent1 : MonoBehaviour
{
    //相机物体
    private Transform camTrans;
    /// <summary>
    /// 是否是第一次点击
    /// </summary>
    private bool _isFirstClick = true;
    /// <summary>
    /// 相机视角模式
    /// </summary>
    public CamViewMode viewMode = CamViewMode.FREE;
    [SerializeField]
    private Vector3 _resetTrans;//相机重置位置
    [SerializeField]
    private Vector3 _resetAngles;//相机重置角度
    [Header("键盘移动速度")]
    public float m_speed = 3f;
    [Header("鼠标中键移动速度")]
    public float m_mSpeed = 5f;
    [Header("旋转速度")]
    public float m_rSpeed = 5f;
    [Header("缩放速度")]
    public float m_sSpeed = 5f;
    [Header("最大缩放距离")]
    public float m_maxDistance = 100f;
    [Header("中键移动的缓动值")]
    public float moveSmoothing = 2f;

    private float m_deltX = 0f;//计算右键旋转
    private float m_deltY = 0f;//计算右键旋转

    void Start()
    {
        camTrans = transform;
    }
    void Update()
    {
        //在UI上时不执行
        //if (EventSystem.current.IsPointerOverGameObject()) return;

        if (viewMode != CamViewMode.LIMIT)
        {
            //有的没加缓动效果
            CameraKeyMove();
            CameraMiddleMove();
            CameraRotate();
            CameraScale();
        }

        //不同视角
        CameraMode();

        //相机复位
        if (Input.GetKeyUp(KeyCode.Space))
        {
            CameraReset();
        }
    }
    private void CameraMode()
    {
        switch (viewMode)
        {
            case CamViewMode.TOP:
                camTrans.localRotation = Quaternion.Euler(90, camTrans.localRotation.eulerAngles.y, camTrans.localRotation.eulerAngles.z);
                break;
            default:
                break;
        }
    }
    void CameraScale()
    {
        //鼠标滚轮场景缩放;
        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            float m_distance = Input.GetAxis("Mouse ScrollWheel") * m_sSpeed;
            Vector3 newPos = camTrans.localPosition + camTrans.forward * m_distance;
            Debug.Log(newPos.magnitude);
            if (newPos.magnitude >= m_maxDistance) return;
            camTrans.localPosition = newPos;
        }
    }
    void CameraRotate()
    {
        //鼠标右键点下控制相机旋转;
        if (Input.GetMouseButton(1) || Input.GetMouseButton(0))
        {
            if (!_isFirstClick)
            {
                m_deltX += Input.GetAxis("Mouse X") * m_rSpeed;
                m_deltY -= Input.GetAxis("Mouse Y") * m_rSpeed;
            }
            else//第一次点击时规划角度
            {
                _isFirstClick = false;
                m_deltX = _resetAngles.y;
                m_deltY = _resetAngles.x;
            }

            m_deltX = ClampAngle(m_deltX, -360, 360);
            m_deltY = ClampAngle(m_deltY, -70, 70);

            camTrans.localRotation = Quaternion.Euler(m_deltY, m_deltX, 0);
        }

    }
    void CameraKeyMove()
    {
        //键盘移动
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
        {
            camTrans.Translate(Vector3.forward * Time.deltaTime * m_speed);
        }
        if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
        {
            camTrans.Translate(Vector3.back * Time.deltaTime * m_speed);
        }
        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
        {
            camTrans.Translate(Vector3.left * Time.deltaTime * m_speed);
        }
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            camTrans.Translate(Vector3.right * Time.deltaTime * m_speed);
        }
    }
    void CameraMiddleMove()
    {
        //点击鼠标中键控制移动;
        if (Input.GetMouseButton(2))
        {
            float dx = Input.GetAxis("Mouse X");
            float dy = Input.GetAxis("Mouse Y");
            Vector3 yz = camTrans.forward + camTrans.up;
            yz.y = 0;
            Vector3 TargetLookAt = camTrans.position;
            TargetLookAt -= (yz * dy + transform.right * dx) * m_mSpeed;
            camTrans.position = Vector3.Lerp(camTrans.position, TargetLookAt, Time.deltaTime * moveSmoothing);
        }
    }
    public void CameraReset()
    {
        //相机位置和角度重置,需要自己设一个初始的位置和角度
        camTrans.localPosition = Vector3.Lerp(camTrans.localPosition, _resetTrans,Time.deltaTime * m_speed);
        camTrans.localRotation = Quaternion.Euler(_resetAngles);
    }
    //规划角度;
    float ClampAngle(float angle, float minAngle, float maxAgnle)
    {
        if (angle <= -360)
            angle += 360;
        if (angle >= 360)
            angle -= 360;
        return Mathf.Clamp(angle, minAngle, maxAgnle);
    }

}

02 

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

public class CameraControllerEvent2 : MonoBehaviour
{
    //距离
    public float distance = 15;
    //横向角度
    public float rot = 0;
    //纵向角度 30d度
    public float roll = 30f * Mathf.PI * 2 / 360;

    //目标物体
    public GameObject target;

    //横向旋转速度
    public float rotSpeed = 0.1f;

    //纵向旋转角度
    public float maxRoll = 70f * Mathf.PI * 2 / 360;
    public float minRoll = 0f * Mathf.PI * 2 / 360;
    //纵向旋转速度
    private float rollSpeed = 0.1f;

    //距离范围
    public float maxDistance = 22f;
    public float minDistance = 5f;
    //距离变化速度
    public float zoomSpeed = 0.2f;

    private void Start()
    {
        SetTarget(target);
    }

    private void LateUpdate()
    {
        if (target == null)
            return;
        if (Camera.main == null)
            return;
        //横向旋转
        Rotate();
        //纵向旋转
        Roll();
        //缩放
        Zoom();
        //目标的坐标
        Vector3 targetPos = target.transform.position;
        //用三角函数计算相机的位置
        Vector3 cameraPos;
        float d = distance * Mathf.Cos(roll);
        float height = distance * Mathf.Sin(roll);
        cameraPos.x = targetPos.x + d * Mathf.Cos(rot);
        cameraPos.z = targetPos.z + d * Mathf.Sin(rot);
        cameraPos.y = targetPos.y + height;
        Camera.main.transform.position = cameraPos;
        Camera.main.transform.LookAt(target.transform);
    }

    //设置目标
    public void SetTarget(GameObject target)
    {
        if (target.transform.Find("cameraPoint") != null)
            this.target = target.transform.Find("cameraPoint").gameObject;
        else
            this.target = target;
    }

    //横向旋转
    public void Rotate()
    {
        float w = Input.GetAxis("Mouse X") * rotSpeed;
        rot -= w;
    }

    //纵向旋转
    public void Roll()
    {
        float w = Input.GetAxis("Mouse Y") * rollSpeed;
        roll -= w;
        if (roll > maxRoll)
            roll = maxRoll;
        if (roll < minRoll)
            roll = minRoll;
    }

    //调整距离
    public void Zoom()
    {
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            if (distance > minDistance)
                distance -= zoomSpeed;
        }
        else if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            if (distance < maxDistance)
                distance += zoomSpeed;
        }
    }
}

03 

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

public class CameraControllerEvent3 : MonoBehaviour
{
    public GameObject target;
    public float distance = 0f;
    public float xSpeed = 250.0f;
    public float ySpeed = 120.0f;
    public float yMinLimit = -20;
    public float yMaxLimit = 80;
    public float x = 0.0f;
    public float y = 0.0f;
    public float prevDistance = 0f;

    void Start()
    {
        var angles = transform.eulerAngles;
        x = angles.y;
        y = angles.x;
    }


    void LateUpdate()
    {
        //if (distance < 2) distance = 2;
        distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
        if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
        {
            var pos = Input.mousePosition;
            var dpiScale = 1f;
            if (Screen.dpi < 1) dpiScale = 1;
            if (Screen.dpi < 200) dpiScale = 1;
            else dpiScale = Screen.dpi / 200f;
            if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
            Cursor.visible = false;
            Cursor.lockState = CursorLockMode.Locked;
            x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
            y = ClampAngle(y, yMinLimit, yMaxLimit);
            var rotation = Quaternion.Euler(y, x, 0);
            var position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
            transform.rotation = rotation;
            transform.position = position;
        }
        else
        {
            Cursor.visible = true;
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible = true;
            //Screen.lockCursor = false;
        }
        if (Math.Abs(prevDistance - distance) > 0.001f)
        {
            prevDistance = distance;
            var rot = Quaternion.Euler(y, x, 0);
            var po = rot * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
            transform.rotation = rot;
            transform.position = po;
        }
    }

    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);
    }
}

04 

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

public class CameraControllerEvent4 : MonoBehaviour
{
    private Vector3 oldMousePos;
    private Vector3 newMosuePos;

    [SerializeField]
    private float minimumY = 0.2f;

    [SerializeField]
    private float zoomSpeed = 30.0f;
    [SerializeField]
    private float keyBoardMoveSpeed = 1f;
    [SerializeField]
    private float rotSpeed = 0.05f;
    [SerializeField]
    //private float mouseMoveSpeed = 0.05f;//鼠标中键控制相机的速度

    private float distance = 5;
    //private Vector3 centerOffset = Vector3.zero;
    private Vector3 initPos = Vector3.zero;
    private Vector3 initRot = Vector3.zero;

    private void Awake()
    {
        initPos = transform.position;
        initRot = transform.eulerAngles;
    }

    private void OnEnable()
    {
        transform.position = initPos;
        transform.eulerAngles = initRot;
    }

    void Update()
    {
        MoveCameraKeyBoard();
        ZoomCamera();
        SuperViewMouse();

        oldMousePos = Input.mousePosition;
    }

    private void MoveCameraKeyBoard()
    {
        if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))//(Input.GetAxis("Horizontal")<0)
        {
            transform.Translate(new Vector3(-keyBoardMoveSpeed, 0, 0), Space.Self);
        }
        if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
        {
            transform.Translate(new Vector3(keyBoardMoveSpeed, 0, 0), Space.Self);
        }
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
        {
            transform.Translate(new Vector3(0, 0, keyBoardMoveSpeed), Space.Self);
        }
        if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
        {
            transform.Translate(new Vector3(0, 0, -keyBoardMoveSpeed), Space.Self);
        }
        if (Input.GetKey(KeyCode.E))
        {
            transform.Translate(new Vector3(0, keyBoardMoveSpeed, 0), Space.World);
        }
        if (Input.GetKey(KeyCode.Q))
        {
            if (transform.transform.position.y - keyBoardMoveSpeed >= this.minimumY)
                transform.Translate(new Vector3(0, -keyBoardMoveSpeed, 0), Space.World);
        }
    }

    private void ZoomCamera()
    {
        float offset = Input.GetAxis("Mouse ScrollWheel");
        if (offset != 0)
        {
            offset *= zoomSpeed;
            //currentCamera.transform.position = currentCamera.transform.position + currentCamera.transform.forward * offset;//localPosition
            this.distance -= offset;
            transform.Translate(Vector3.forward * offset, Space.Self); //
        }
    }

    private void SuperViewMouse()
    {
        if (Input.GetMouseButton(1))
        {
            newMosuePos = Input.mousePosition;
            Vector3 dis = newMosuePos - oldMousePos;
            float angleX = dis.x * rotSpeed;//* Time.deltaTime
            float angleY = dis.y * rotSpeed;//* Time.deltaTime
            transform.Rotate(new Vector3(-angleY, 0, 0), Space.Self);
            transform.Rotate(new Vector3(0, angleX, 0), Space.World);
        }
    }
}

05 

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

public class CameraControllerEvent5 : MonoBehaviour
{

    public enum CameraMode
    {
        Free,
        LookAt,
    }

    public CameraMode cameraMode = CameraMode.Free;

    #region ---------------------------- 自由模式相关 ----------------------------
    /// <summary>
    /// 自由模式:平移的速度 //
    /// </summary>
    public float translationSpeedOfFree = 1.0f;
    /// <summary>
    /// 自由模式:旋转的速度 // 
    /// </summary>
    public float rotationSpeedOfFree = 5.0f;
    /// <summary>
    /// 自由模式:拉近、拉远的速度 //
    /// </summary>
    public float zoomSpeedOfFree = 6.0f;

    /// <summary>
    /// 限制旋转X轴的角度范围 //
    /// </summary>
    public float[] limitEulerAnglesXOfFree = new float[] { -360.0f, 360.0f };
    /// <summary>
    /// 限制旋转Y轴的角度范围 //
    /// </summary>
    public float[] limitEulerAnglesYOfFree = new float[] { -89.0f, 89.0f };

    private Vector3 originCameraPositionOfFree;
    private Vector3 originCameraEulerAnglesOfFree;

    private float axisMouseXOfFree;
    private float axisMouseYOfFree;

    private float translationDeltaXOfFree = 0.0f;
    private float translationDeltaYOfFree = 0.0f;
    private float translationDeltaZOfFree = 0.0f;
    private float rotationDeltaXOfFree = 0.0f;
    private float rotationDeltaYOfFree = 0.0f;
    #endregion

    #region ---------------------------- 观察模式相关 ----------------------------
    public Transform transfrom_TargetOfLookAt;
    /// <summary>
    /// 观察模式:X轴旋转的速度 //
    /// </summary>
    public float rotationSpeedXOfLookAt = 250.0f;
    /// <summary>
    /// 观察模式:Y轴旋转的速度 //
    /// </summary>
    public float rotationSpeedYOfLookAt = 120.0f;
    /// <summary>
    /// 观察模式:拉近、拉远的速度 //
    /// </summary>
    public float zoomSpeedOfLookAt = 6.0f;

    public float originDistanceOfLookAt = 6.0f;
    public float originXOfLookAt = 130.0f;
    public float originYOfLookAt = 15.52f;

    /// <summary>
    /// 限制旋转Y轴的角度范围 //
    /// </summary>
    public float[] limitEulerAnglesYOfLookAt = new float[] { 1.0f, 90.0f };
    /// <summary>
    /// 相距目标的距离范围 //
    /// </summary>
    public float[] limitDistanceOfLookAt = new float[] { 1.0f, 30.0f };

    private float axisMouseXOfLookAt;
    private float axisMouseYOfLookAt;

    private float reuseDistanceOfLookAt;
    private Vector3 reuseVector3OfLookAt;
    private Quaternion reuseQuaternionOfLookAt;
    #endregion

    private Camera camera_This;
    private Transform transform_ThisCamera;
    private Ray reuseRay;
    private RaycastHit reuseRaycastHit;

    void Awake()
    {
        camera_This = this.GetComponent<Camera>();
        transform_ThisCamera = camera_This.transform;
        originCameraPositionOfFree = transform_ThisCamera.position;
        originCameraEulerAnglesOfFree = transform_ThisCamera.eulerAngles;
    }

    void LateUpdate()
    {
        // 重置 //
        if (Input.GetKeyUp(KeyCode.Space))
        {
            if (cameraMode == CameraMode.Free)
            {
                ResetFreeMode();
            }
            else if (cameraMode == CameraMode.LookAt)
            {
                ResetLookAtMode();
            }
        }

        if (Input.GetKeyUp(KeyCode.F))
        {
            cameraMode = CameraMode.Free;
            ResetFreeMode();
        }

        if (Input.GetKeyUp(KeyCode.L))
        {
            cameraMode = CameraMode.LookAt;
            ResetLookAtMode();
        }

        if (cameraMode == CameraMode.Free)
        {
            OnFreeMode();
        }
        else if (cameraMode == CameraMode.LookAt)
        {
            OnLookAtMode();
        }
    }

    #region ---------------------------- 自由模式相关 ----------------------------
    /// <summary>
    /// 重置自由模式 //
    /// </summary>
    void ResetFreeMode()
    {
        transform_ThisCamera.position = originCameraPositionOfFree;
        transform_ThisCamera.eulerAngles = originCameraEulerAnglesOfFree;
    }

    void OnFreeMode()
    {
        if (Input.GetMouseButton(1))
        {
            rotationDeltaXOfFree += Input.GetAxis("Mouse X") * rotationSpeedOfFree;
            rotationDeltaYOfFree -= Input.GetAxis("Mouse Y") * rotationSpeedOfFree;
            rotationDeltaXOfFree = ClampAngle(rotationDeltaXOfFree, limitEulerAnglesXOfFree[0], limitEulerAnglesXOfFree[1]);
            rotationDeltaYOfFree = ClampAngle(rotationDeltaYOfFree, limitEulerAnglesYOfFree[0], limitEulerAnglesYOfFree[1]);
            transform_ThisCamera.rotation = Quaternion.Euler(rotationDeltaYOfFree, rotationDeltaXOfFree, 0);
        }

        if (Input.GetMouseButton(2))
        {
            axisMouseXOfFree = Input.GetAxis("Mouse X");
            if (Mathf.Abs(axisMouseXOfFree - 0.1f) > 0.0f)
            {
                translationDeltaXOfFree = axisMouseXOfFree * translationSpeedOfFree;
                transform_ThisCamera.position = transform_ThisCamera.position + transform_ThisCamera.right * translationDeltaXOfFree * -1;
            }

            axisMouseYOfFree = Input.GetAxis("Mouse Y");
            if (Mathf.Abs(axisMouseYOfFree - 0.1f) > 0.0f)
            {
                translationDeltaYOfFree = axisMouseYOfFree * translationSpeedOfFree;
                transform_ThisCamera.position = transform_ThisCamera.position + transform_ThisCamera.up * translationDeltaYOfFree * -1;
            }
        }

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            translationDeltaZOfFree = Input.GetAxis("Mouse ScrollWheel") * zoomSpeedOfFree;
            transform_ThisCamera.position = transform_ThisCamera.position + transform_ThisCamera.forward * translationDeltaZOfFree;
        }
    }
    #endregion

    #region ---------------------------- 观察模式相关 ----------------------------
    /// <summary>
    /// 重置自由模式 //
    /// </summary>
    void ResetLookAtMode()
    {
        if (transfrom_TargetOfLookAt == null)
        {
            return;
        }

        transform.rotation = Quaternion.Euler(originYOfLookAt, originXOfLookAt, 0f);
        transform.position = Quaternion.Euler(originYOfLookAt, originXOfLookAt, 0f) * new Vector3(0.0f, 0.0f, -originDistanceOfLookAt) + transfrom_TargetOfLookAt.position;
    }

    void OnLookAtMode()
    {
        if (Input.GetMouseButtonUp(0))
        {
            reuseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(reuseRay, out reuseRaycastHit))
            {
                transfrom_TargetOfLookAt = reuseRaycastHit.transform;
            }
        }

        if (transfrom_TargetOfLookAt == null)
        {
            return;
        }

        if (Input.GetMouseButton(1) || Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            reuseDistanceOfLookAt = Vector3.Distance(transfrom_TargetOfLookAt.position, transform_ThisCamera.position);
            axisMouseXOfLookAt += Input.GetAxis("Mouse X") * rotationSpeedXOfLookAt * 0.02f;
            axisMouseYOfLookAt -= Input.GetAxis("Mouse Y") * rotationSpeedYOfLookAt * 0.02f;
            axisMouseYOfLookAt = ClampAngle(axisMouseYOfLookAt, limitEulerAnglesYOfLookAt[0], limitEulerAnglesYOfLookAt[1]);

            reuseDistanceOfLookAt -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeedOfLookAt;
            reuseDistanceOfLookAt = Mathf.Clamp(reuseDistanceOfLookAt, limitDistanceOfLookAt[0], limitDistanceOfLookAt[1]);

            reuseQuaternionOfLookAt = Quaternion.Euler(axisMouseYOfLookAt, axisMouseXOfLookAt, 0f);
            reuseVector3OfLookAt = Quaternion.Euler(axisMouseYOfLookAt, axisMouseXOfLookAt, 0f) * new Vector3(0.0f, 0.0f, -reuseDistanceOfLookAt) + transfrom_TargetOfLookAt.position;

            transform.rotation = reuseQuaternionOfLookAt;
            transform.position = reuseVector3OfLookAt;
        }
    }
    #endregion

    private float ClampAngle(float angle, float minAngle, float maxAgnle)
    {
        if (angle <= -360)
            angle += 360;
        if (angle >= 360)
            angle -= 360;

        return Mathf.Clamp(angle, minAngle, maxAgnle);
    }
}

06 

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

public class CameraControllerEvent7 : MonoBehaviour
{
    //-----------------  初始参数  -----------------
    public Transform Tanks;
    private float distance;
    private Vector3 targetPos;
    //--旋转速度
    private float xSpeed = 50.0f;
    private float ySpeed = 50.0f;
    //旋转限制
    private float rotateMaxX = 90;//最大旋转A轴,包含正负

    //旋转记录
    private float angleX;
    private float angleY;

    //--缩放速度
    private float wheelSpeed = 10;

    //--缩放限制,最大,最小
    private float MaxWheel = 8;
    private float MinWheel = 0.5f;

    //--移动限制
    private float moveSpeed = 2;
    //y轴 最大值、最小值
    private float xMaxMove = 1.5f;
    private float xMinMove = -1.5f;
    private float yMaxMove = 4.8f;
    private float yMinMove = 0;
    private float zMaxMove = 2.5f;
    private float zMinMove = 0;

    float lerpRate = 0.2f;
    //临时变量
    Vector3 t_Vec3;
    //-----------------  系统函数  -----------------
    void Start()
    {
        //初始化中心模块

        //初始化相机与中心模型的距离
        distance = 5;
        //初始化中心物体位置
        t_Vec3 = Vector3.zero;
        t_Vec3.y = 2.3f;
        t_Vec3.z = 1.2f;
        Tanks.position = t_Vec3;
        //初始化中心物体角度
        Tanks.rotation = Quaternion.identity;

        targetPos = Tanks.position - Tanks.forward * distance;
        //初始化相机位置
        transform.position = targetPos;
        //初始化相机角度
        transform.rotation = Tanks.rotation;
    }
    private void LateUpdate()
    {
        //如果没有得到中心模块则此脚本无效
        if (Tanks == null) return;
        //拖动
        if (Input.GetMouseButton(2) || Input.GetKey(KeyCode.LeftControl))
        {
            t_Vec3 = Time.deltaTime * Input.GetAxis("Mouse X") * moveSpeed * distance * Tanks.right;
            t_Vec3 += Time.deltaTime * Input.GetAxis("Mouse Y") * moveSpeed * distance * Tanks.up;

            t_Vec3 = Tanks.position - t_Vec3;
            t_Vec3.x = Mathf.Clamp(t_Vec3.x, xMinMove, xMaxMove);
            t_Vec3.y = Mathf.Clamp(t_Vec3.y, yMinMove, yMaxMove);
            t_Vec3.z = Mathf.Clamp(t_Vec3.z, zMinMove, zMaxMove);

            Tanks.position = t_Vec3;
            targetPos = Tanks.position - Tanks.forward * distance;
        }
        else if (Input.GetMouseButton(1))
        {
            //旋转
            t_Vec3.x = angleX - Time.deltaTime * Input.GetAxis("Mouse Y") * ySpeed * distance;
            t_Vec3.y = angleY + Time.deltaTime * Input.GetAxis("Mouse X") * xSpeed * distance;
            if (t_Vec3.x > rotateMaxX)
                t_Vec3.x = rotateMaxX;
            else if (t_Vec3.x < -rotateMaxX)
                t_Vec3.x = -rotateMaxX;
            if (t_Vec3.y > 360)
                t_Vec3.y -= 360;
            else if (t_Vec3.y < -360)
                t_Vec3.y += 360;
            angleY = t_Vec3.y;
            angleX = t_Vec3.x;
            Tanks.rotation = Quaternion.Euler(angleX, angleY, 0);

            //刷新目标位置
            targetPos = Tanks.position - Tanks.forward * distance;
        }
        else if (Input.GetKeyDown(KeyCode.Escape))
        {
            //Debug.Log("退出展示程序");
            Application.Quit();
        }
        else
        {
            //缩进
            t_Vec3.x = Input.GetAxis("Mouse ScrollWheel");
            if (t_Vec3.x != 0)
            {
                t_Vec3.x *= Time.deltaTime * wheelSpeed * distance;
                t_Vec3.x += distance;
                if (t_Vec3.x > MaxWheel)
                    distance = MaxWheel;
                else if (t_Vec3.x < MinWheel)
                    distance = MinWheel;
                else
                    distance = t_Vec3.x;

                //刷新目标位置
                targetPos = Tanks.position - Tanks.forward * distance;
            }
        }

        transform.rotation = Quaternion.Lerp(transform.rotation, Tanks.rotation, lerpRate);
        transform.position = Vector3.Lerp(transform.position, targetPos, lerpRate);
    }
}

07 

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

public class CameraControllerEvent8 : MonoBehaviour
{
    //  【使用说明】:参考了网上代码
    //  1、拖拽到摄像头 作为摄像头的组件
    //  2、运行的时候:
    //      (1)镜头旋转 右键点击着屏幕 然后移动鼠标 即可旋转屏幕
    //      (2)镜头缩放 滚轮控制缩放镜头
    //      (3)手型工具 就像scene里面的手型工具一样 滚轮点击着拖拽屏幕
    //      (4)镜头复原 空格键就会复用镜头

    ///【1】用于计算的变量
    //旋转变量;
    private float m_deltX = 0f;
    private float m_deltY = 0f;
    //摄像机原始位置 和 旋转角度  给复原使用
    private Vector3 m_vecOriPosition;
    private Quaternion m_vecOriRotation;
    //手型工具:上次点击屏幕的位置
    private Vector3 m_vecLasMouseClickPosition;

    ///【2】用于控制幅度的变量
    //缩放幅度;
    public float m_fScalingSpeed = 10f;
    //镜头旋转幅度;
    public float m_fRotateSpeed = 5f;
    //手型工具幅度;
    public float m_fHandToolSpeed = -0.005f;

    public Camera Camera => Camera.main;
    void Start()
    {
        m_vecOriRotation = GetComponent<Camera>().transform.rotation;
        m_vecOriPosition = GetComponent<Camera>().transform.position;
    }

    void Update()
    {
        //(1)旋转镜头 鼠标右键点下控制相机旋转;
        if (Input.GetMouseButton(1))
        {
            m_deltX += Input.GetAxis("Mouse X") * m_fRotateSpeed;
            m_deltY -= Input.GetAxis("Mouse Y") * m_fRotateSpeed;
            m_deltX = ClampAngle(m_deltX, -360, 360);
            m_deltY = ClampAngle(m_deltY, -70, 70);
            GetComponent<Camera>().transform.rotation = Quaternion.Euler(m_deltY, m_deltX, 0);
        }

        //(2)镜头缩放
        //鼠标中键点下场景缩放;
        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            //自由缩放方式;
            m_fScalingSpeed = Input.GetAxis("Mouse ScrollWheel") * 10f;
            GetComponent<Camera>().transform.localPosition = GetComponent<Camera>().transform.position + GetComponent<Camera>().transform.forward * -m_fScalingSpeed;
        }

        //(3)手型工具
        if (Input.GetMouseButtonDown(2))
        {
            m_vecLasMouseClickPosition = Input.mousePosition;
        }
        else if (Input.GetMouseButton(2))
        {
            Vector3 NowHitPosition = Input.mousePosition;
            Vector3 offsetVec = NowHitPosition - m_vecLasMouseClickPosition;
            offsetVec = GetComponent<Camera>().transform.rotation * offsetVec;
            GetComponent<Camera>().transform.localPosition = GetComponent<Camera>().transform.localPosition + offsetVec * (m_fHandToolSpeed);
            m_vecLasMouseClickPosition = Input.mousePosition;
        }

        //(4)相机复位远点;
        if (Input.GetKey(KeyCode.Space))
        {
            m_deltX = 0f;
            m_deltY = 0f;
            m_deltX = ClampAngle(m_deltX, -360, 360);
            m_deltY = ClampAngle(m_deltY, -70, 70);
            m_fScalingSpeed = 10.0f;
            GetComponent<Camera>().transform.rotation = m_vecOriRotation;
            GetComponent<Camera>().transform.localPosition = m_vecOriPosition;
        }
    }

    //规划角度;
    float ClampAngle(float angle, float minAngle, float maxAgnle)
    {
        if (angle <= -360)
            angle += 360;
        if (angle >= 360)
            angle -= 360;

        return Mathf.Clamp(angle, minAngle, maxAgnle);
    }
}

 

 

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