Unity3D实现鼠标控制视角转动

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):

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()) {
      GetComponent ().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脚本之家。

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