using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowPlayer : MonoBehaviour {
public float distance = 0;
public float scrollSpeed = 10;
public float rotateSpeed = 2;
private Transform player;
private Vector3 offSetPostion;//镜头位置偏移量
private bool isRotating = false;//鼠标水平滑动
// Use this for initialization
void Start()
{
player = GameObject.FindGameObjectWithTag(Tags.player).transform;
transform.LookAt(player.position);
offSetPostion = transform.position - player.position;
}
// Update is called once per frame
void Update()
{
transform.position = offSetPostion + player.position;
//处理视野的旋转
RotateView();
//处理视野的拉近拉远效果
ScrollView();
}
void ScrollView()
{
distance = offSetPostion.magnitude; //返回向量的长度
distance += Input.GetAxis("Mouse ScrollWheel") * scrollSpeed; //返回虚拟轴的值Mouse ScrollWheel:鼠标滑轮
distance = Mathf.Clamp(distance, 8, 18);//限制镜头最近和最远距离
offSetPostion = offSetPostion.normalized * distance;
}
void RotateView()
{
//Input.GetAxis("Mouse X");//得到鼠标在水平方向上的滑动
// Input.GetAxis("Mouse Y");//得到鼠标在垂直方向上的滑动
if (Input.GetMouseButtonDown(1))
{
isRotating = true;
}
if (Input.GetMouseButtonUp(1))
{
isRotating = false;
}
if (isRotating)
{
Vector3 originalPos = transform.position;
Quaternion originalRotation = transform.rotation;
transform.RotateAround(player.position, player.up, rotateSpeed * Input.GetAxis("Mouse X"));
transform.RotateAround(player.position, transform.right, -rotateSpeed * Input.GetAxis("Mouse Y"));
float x = transform.eulerAngles.x;
if (x > 80 || x < 35)
{
transform.position = originalPos;
transform.rotation = originalRotation;
}
}
offSetPostion = transform.position - player.position;
}
}
网友评论