unity控制相机移动

1.鼠标控制相机的旋转

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class Mouselook : MonoBehaviour
{
    public enum RotationAxes
    {
        MouseXAndY = 0,
        MouseX = 1,
        MouseY = 2
    }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityHor = 1f;
    public float sensitivityVert = 1f;

    public float minmumVert = -45f;
    public float maxmumVert = 45f;

    private float _rotationX = 0;
    // Use this for initialization
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;//锁定指针到视图中心
        Cursor.visible = false;//隐藏指针
    }

    // Update is called once per frame
    void Update()
    {
        if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
        }
        else if (axes == RotationAxes.MouseY)
        {
            _rotationX = _rotationX - Input.GetAxis("Mouse Y") * sensitivityVert;
            _rotationX = Mathf.Clamp(_rotationX, minmumVert, maxmumVert);

            float rotationY = transform.localEulerAngles.y;

            transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
        }
        else
        {
            _rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
            _rotationX = Mathf.Clamp(_rotationX, minmumVert, maxmumVert);

            float delta = Input.GetAxis("Mouse X") * sensitivityHor;
            float rotationY = transform.localEulerAngles.y + delta;

            transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
        }

    }
}

2.键盘wasd控制相机移动

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class move_wasd : MonoBehaviour
{

    public GameObject cube;

    void Update()
    {
        if (Input.GetKey(KeyCode.W))
        {
            cube.transform.Translate(Vector3.forward * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.S))
        {
            cube.transform.Translate(Vector3.back * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.A))
        {
            cube.transform.Translate(Vector3.left * Time.deltaTime);
        }
        if (Input.GetKey(KeyCode.D))
        {
            cube.transform.Translate(Vector3.right * Time.deltaTime);
        }
    }
}

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