脚本挂在摄像机上,
Target Object(创建一个空物体,指定位置为目标物体中心,照相机可绕周围旋转)
按下鼠标左键改变视角,中键放大视角。
using UnityEngine;
using System.Collections;
public class CameraRotate : MonoBehaviour
{
public Transform targetObject;
public Vector3 targetOffset;
public float averageDistance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomSpeed = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
public float rotateOnOff = 1;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private float idleTimer = 0.0f;
private float idleSmooth = 0.0f;
void Start() { Init(); }
void OnEnable() { Init(); }
public void Init()
{
if (!targetObject)
{
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * averageDistance);
targetObject = go.transform;
}
currentDistance = averageDistance;
desiredDistance = averageDistance;
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right );
yDeg = Vector3.Angle(Vector3.up, transform.up );
position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
}
void LateUpdate()
{
if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
{
desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomSpeed*0.125f * Mathf.Abs(desiredDistance);
}
else if (Input.GetMouseButton(0) )
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
transform.rotation = rotation;
idleTimer=0;
idleSmooth=0;
}else{
idleTimer+=0.02f ;
if(idleTimer > rotateOnOff && rotateOnOff > 0){
idleSmooth+=(0.02f +idleSmooth)*0.005f;
idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
xDeg += xSpeed * 0.001f * idleSmooth;
}
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening*2);
transform.rotation = rotation;
}
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomSpeed * Mathf.Abs(desiredDistance);
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
position = targetObject.position - (rotation * Vector3.forward * currentDistance + targetOffset);
transform.position = position;
}
private 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);
}
}
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