如题,在此简单记录主要代码,使用时可以视情况自己再封装。
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RoScal : MonoBehaviour {
public float xSpeed = 100;//旋转速度
public float ySpeed = 100;
public float yMinLimit = -20;//旋转限制
public float yMaxLimit = 80;
public float x = 0.0f;
public float y = 0.0f;
public float scroll = 3;
public float axisraw = 10;
void Start()
{
Vector2 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
void Update()
{
if (Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
}
Ctrl_Cam_Move();
}
//镜头的远离和接近
private void Ctrl_Cam_Move()
{
if (Input.GetMouseButton(0))
{
Vector3 p0 = Camera.main.transform.position;
Vector3 p01 = p0 - Camera.main.transform.right * Input.GetAxisRaw("Mouse X") * axisraw * Time.timeScale;
Vector3 p03 = p01 - Camera.main.transform.up * Input.GetAxisRaw("Mouse Y") * axisraw * Time.timeScale;
Camera.main.transform.position = p03;
}
else
{
float wheel = Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * scroll;
transform.Translate(Vector3.forward * wheel);
}
}
public void LateUpdate()
{
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
}
/// <summary>
/// Y值的限制
/// </summary>
float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}