using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class g_1 : MonoBehaviour {
//围绕的中心点
public Transform target;
//距离
public float normalDistance = 10;
//x的速度
private float xSpeed = 150.0f;
//y的速度
private float ySpeed = 150.0f;
//y的最小旋转角度
private int yMinLimit = 30;
//y的最大旋转角度
private int yMaxLimit = 80;
//绕x轴的角度
private float x = 0.0f;
//绕y轴的角度
private float y = 0.0f;
//
private Quaternion rotation = Quaternion.Euler(new Vector3(30f, 0f, 0f));
//记录中心点的位置
private Vector3 CameraTarget;
//记录x轴手指滑动的方向
float xm;
//记录y轴手指滑动的方向
float ym;
void Start()
{
CameraTarget = target.position;
float z = target.transform.position.z - normalDistance;
transform.position = rotation * new Vector3(transform.position.x, transform.position.y, z);
transform.LookAt(target);
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
void Update()
{
if (Input.GetMouseButton(1))
{
xSpeed = 150.0f;
ySpeed = 150.0f;
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
xm = Input.GetAxis("Mouse X");
ym = Input.GetAxis("Mouse Y");
Debug.Log("x:" + x + "y:" + y);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
transform.rotation = rotation;
transform.position = position;
transform.LookAt(CameraTarget);
}else {
if (xSpeed >= 0 || ySpeed >= 0)
{
xSpeed = Mathf.Lerp(xSpeed, 0, 2.0f * Time.deltaTime);
ySpeed = Mathf.Lerp(ySpeed, 0, 2.0f * Time.deltaTime);
if (xm > 0)
{
x += xSpeed * 0.02f;
if (ym > 0)
{
y -= ySpeed * 0.02f;
}else if (ym < 0){
y -= -ySpeed * 0.02f;
}
}
if (xm < 0)
{
x += -xSpeed * 0.02f;
if (ym > 0)
{
y -= ySpeed * 0.02f;
}
else if (ym < 0)
{
y -= -ySpeed * 0.02f;
}
}
Debug.Log("x:" + x + "y:" + y);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
transform.rotation = rotation;
transform.position = position;
transform.LookAt(CameraTarget);
}
}
}
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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