前面,学了物体的移动功能,现在来学一下C#实现鼠标控制摄像机(视角)移动。
代码如下:
C#脚本(在Unity 5.5.1 下能运行):
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseView : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes m_axes = RotationAxes.MouseXAndY; public float m_sensitivityX = 10f; public float m_sensitivityY = 10f; // 水平方向的 镜头转向 public float m_minimumX = -360f; public float m_maximumX = 360f; // 垂直方向的 镜头转向 (这里给个限度 最大仰角为45°) public float m_minimumY = -45f; public float m_maximumY = 45f; float m_rotationY = 0f; // Use this for initialization void Start () { // 防止 刚体影响 镜头旋转 if (GetComponent<Rigidbody>()) { GetComponent<Rigidbody> ().freezeRotation = true ; } } // Update is called once per frame void Update () { if (m_axes == RotationAxes.MouseXAndY) { float m_rotationX = transform.localEulerAngles.y + Input.GetAxis ( "Mouse X" ) * m_sensitivityX; m_rotationY += Input.GetAxis ( "Mouse Y" ) * m_sensitivityY; m_rotationY = Mathf.Clamp (m_rotationY, m_minimumY, m_maximumY); transform.localEulerAngles = new Vector3 (-m_rotationY, m_rotationX, 0); } else if (m_axes == RotationAxes.MouseX) { transform.Rotate (0, Input.GetAxis ( "Mouse X" ) * m_sensitivityX, 0); } else { m_rotationY += Input.GetAxis ( "Mouse Y" ) * m_sensitivityY; m_rotationY = Mathf.Clamp (m_rotationY, m_minimumY, m_maximumY); transform.localEulerAngles = new Vector3 (-m_rotationY, transform.localEulerAngles.y, 0); } } } |
调用时,只需把该脚本绑定给物体即可。这里是绑定摄像机,以摄像机为第一人称视角转动。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/qq_33994566/article/details/79650913