70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MoveCamera : MonoBehaviour
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{
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public Transform target;
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public float xSpeed = 200, ySpeed = 200, mSpeed = 10; //分别定义相机横向、纵向的旋转速度,视野缩放速度
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public float yMinLimit = 5, yMaxLimit = 50; //限制纵向的最小最大旋转角
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public float distance = 50, minDistance = 2, maxDistance = 100; //设置初始状态相机的视野范围,以及相机所能缩放的最小最大范围
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public bool needDamping = true; //是否需要相机阻尼效果
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float damping = 5f; //相机阻尼系数
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public float x = 0f; //初始状态照相机横向旋转角度
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public float y = 0f; //初始状态照相机纵向旋转角度
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private Vector3 m_mouseMovePos;
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private Camera camera;
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private void Start()
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{
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camera = GetComponent<Camera>();
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}
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// Update is called once per frame
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void LateUpdate()
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{
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if (target)
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{
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//鼠标点击右键划动控制相机围绕target旋转;鼠标滚轮改变视野
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if (Input.GetMouseButton(1))
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{
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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}
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distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
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distance = Mathf.Clamp(distance, minDistance, maxDistance);
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Quaternion rotation = Quaternion.Euler(y, x, 0.0f); //
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Vector3 disVector = new Vector3(0f, 0f, -distance);
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Vector3 position = rotation * disVector + target.position;
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if (needDamping)
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{
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transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
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transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
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}
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else
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{
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transform.rotation = rotation;
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transform.position = position;
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}
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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}
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