csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraTargetMove : MonoBehaviour
{
public Transform target;
public Vector3 pivotOffset = Vector3.zero;
public float distance = 10.0f;
public float minDistance = 2f;
public float maxDistance = 15f;
public float zoomSpeed = 1f;
public float xSpeed = 250.0f;
public float ySpeed = 250.0f;
public bool allowYTilt = true;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
private float x = 0.0f;
private float y = 0.0f;
private float targetX = 0f;
private float targetY = 0f;
public float targetDistance = 0f;
private void Start()
{
var angles = transform.eulerAngles;
targetX = x = angles.x;
targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit);
targetDistance = distance;
}
private void LateUpdate()
{
if (!target) return;
var scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll > 0.0f) targetDistance -= zoomSpeed;
else if (scroll < 0.0f)
targetDistance += zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))))
{
targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
if (allowYTilt)
{
targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
targetY = ClampAngle(targetY, yMinLimit, yMaxLimit);
}
}
x = targetX;
y = targetY;
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = targetDistance;
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position + pivotOffset;
transform.rotation = rotation;
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);
}
}
阻尼感效果 相机查看模型
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCameraByMouse : MonoSingleton<MoveCameraByMouse>
{
// 围绕旋转的目标物体
public Transform target;
// 设置旋转角度
public float x = 0f, y = 0f, z = 0f;
public bool xFlag = false, yFlag = false;
// 旋转速度值
public float xSpeed = 10f, ySpeed = 10f, mSpeed = 5f;
// y轴角度限制,设置成一样则该轴不旋转
public float yMinLimit = -50, yMaxLimit = 80;
// x轴角度限制,同上
public float leftMax = -365, rightMax = 365;
// 距离限制,同上
public float distance = 3f, minDistance = 0.5f, maxDistance = 6f;
// 阻尼设置
public bool needDamping = true;
public float damping = 3f;
public float initX;
public float initY;
// 改变中心目标物体
public void SetTarget(GameObject go)
{
target = go.transform;
}
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
//pers();
}
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(1))
{
// 判断是否需要反向旋转
if ((y > 90f && y < 270f) || (y < -90 && y > -270f))
{
x -= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
}
else
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
}
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
x = ClampAngle(x, leftMax, rightMax);
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, z);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
// 阻尼感
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position;
}
}
}
// 对数值进行限制;
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);
}
// 初始
public void pers()
{
this.x = initX;
this.y = initY;
}
public void Reserpos(Vector2 vector)
{
//this.x = vector.x;
//this.y = vector.y;
this.x = 1f;
this.y = 35f;
this.z = 0;
distance = 2; minDistance = 1f; maxDistance = 4;
}
// 正视图
public void front()
{
this.x = 0f;
this.y = 0f;
}
// 后视图
public void back()
{
this.x = 180f;
this.y = 0f;
}
// 左视图
public void left()
{
this.x = 90f;
this.y = 0f;
}
// 右视图
public void right()
{
this.x = 270f;
this.y = 0f;
}
// 俯视图
public void top()
{
this.x = 0f;
this.y = 90f;
}
// 仰视图
public void bottom()
{
this.x = 0f;
this.y = -90f;
}
}