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关于unity中摄像机控制,我总结了一些,希望自己在今后的学习中不会忘记,耶!!!
unity中第一,三人称控制器上绑定的都有一个叫Mouse Look的脚本,我把它写下来了;
代码语言:javascript复制[AddComponentMenu("Camera-Control/Mouse Look")]
public enum RotationAxes{MouseXAndY=0,MouseX=1,MouseY=2}
public RotationAxes axes=RotationAxes.MouseXAndY;
public float SensitivityX=15F;
public float SensitivityY=15F;
public float minimumX=-360F;
public float maxmumX=360F;
public float minimumY=-60F;
public float maxmumY=60F;
float rotationY=0F;
void start()
{
if(GetComponent<Rigidbody>())
{
GetComponent<Rigidbody>().freezeRotation=true;
}
}
void update()
{
if(axes==RotationAxes.MouseXAndY)
{
float rotationX=transform.localEulerAngles.y Input.GetAxis("Mouse X")*SensitivityX;
rotationY =Input.GetAxis("MouseY")*SensitivityY;
rotationY=Mathf.Clamp(rotationY,minimumY,maxmumY);
transform.localEulerAngles=new Vector3(-rotationY,rotationX,0);
}
else if(axes==RotationAxes.MouseX)
{
transform.Rotate(0,Input.GetAxis("Mouse X")*SensitivityX,0);
}
else
{
rotationY =Input.GetAxis("Mouse Y")*SensitivityY;
rotationY=Mathf.Clamp(rotationY,minimumY,maxmumY);
transform.localEulerAngles=new Vector3(-rotationY,transform.localEulerAngles.y,0);
}
}
主角面向鼠标点击的方向:
代码语言:javascript复制 Vector3 m_pos=Input.mousePosition; //获取鼠标的屏幕坐标;
Vector3 p_pos=Camera.main.WorldToScreenPoint(transform.position); //将主角的世界坐标转化为屏幕坐标,为的是获得他的z轴坐标;
m_pos.z=p_pos.z; //将主角的屏幕z轴坐标赋值给鼠标;
Vector3 wolrd;
wolrd.x=Camera.main.ScreenToWorldPoint(m_pos).x;
world.z=Camera.main.ScreenToWorldPoint(m_pos).z;
world.y=transform.position.y //y轴坐标不变,主角才不会转进地底;
transform.LookAt(world); //主角看向鼠标点击的位置;
摄像机围绕物体旋转:
代码语言:javascript复制 x = Input.GetAxis("Mouse X") * speed * Time.deltaTime;
y = Input.GetAxis("Mouse Y") * speed * Time.deltaTime;
y = Mathf.Clamp(y, 0, 180); //x,z轴的旋转限制在0到180;
Quaternion q = Quaternion.Euler(y, x, 0);
Vector3 direction = q * Vector3.forward;
this.transform.position = center.position - direction * distance;
this.transform.LookAt(center.position);
鼠标控制摄像机:
transform.RotateAround(transform.position, Vector3.up, Input.GetAxis("Mouse X") * 2f);
transform.RotateAround(transform.position, Vector3.left, Input.GetAxis("Mouse Y") * 2f);
主角面向方向与主摄像机保持一致:
代码语言:javascript复制 float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 camForward = Vector3.Scale(camTrans.forward, new Vector3(1, 0, 1)).normalized;
Vector3 move = camForward * v camTrans.right * h;
Vector3 localMove = transform.InverseTransformDirection(move);
float turnAmount = Mathf.Atan2(localMove.x, localMove.z); //计算弧度
float forwardAmount = localMove.z;
float turnSpeed = Mathf.Lerp(180, 360, forwardAmount);
transform.Rotate(0, turnAmount * turnSpeed * Time.deltaTime * 2, 0);
滑动鼠标中建,调整视野的远近:
float fov = Camera.main.FieldOfView; //获得摄像机调整视野的值;
fov = Input.GetAxis("Mouse ScrollWheel") * sensitivity; //滑动中建,调整视野值得大小;
fov = Mathf.Clamp(fov, minFov, maxFov); //限制视野值得大小为(minFov,maxFov);
Camera.main.FieldOfView = fov; //再将调整好的值赋值给摄像机的视野;
写的不好,勿喷哦!!
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