7. 通过鼠标右键改变视角

修改MouseLook.cs中代码,添加红色部分的代码,可以实现持续按住鼠标右键才改变视角

MouseLook.cs

using UnityEngine;

using System.Collections;



/// MouseLook rotates the transform based on the mouse delta.

/// Minimum and Maximum values can be used to constrain the possible rotation



/// To make an FPS style character:

/// - Create a capsule.

/// - Add the MouseLook script to the capsule.

///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)

/// - Add FPSInputController script to the capsule

///   -> A CharacterMotor and a CharacterController component will be automatically added.



/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.

/// - Add a MouseLook script to the camera.

///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)

[AddComponentMenu("Camera-Control/Mouse Look")]

public class MouseLook : MonoBehaviour {



    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 maximumX = 360F;



    public float minimumY = -60F;

    public float maximumY = 60F;



    float rotationY = 0F;



    void Update()

    {

        //是否按下鼠标右键

        if (Input.GetMouseButton(1))  

            if (axes == RotationAxes.MouseXAndY)

            {

                float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;



                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);



                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, maximumY);



                transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);

            }

        else ;

    }

    

    void Start ()

    {

        // Make the rigid body not change rotation

        if (rigidbody)

            rigidbody.freezeRotation = true;

    }

}

 

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