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- using UnityEngine;
- using System.Collections;
-
- public class Script_07_11 : MonoBehaviour
- {
-
- public Transform target;
- private int MouseWheelSensitivity = 1;
- private int MouseZoomMin = 1;
- private int MouseZoomMax = 5;
- private float normalDistance = 3;
-
- private Vector3 normalized;
-
- private float xSpeed = 250.0f;
- private float ySpeed = 120.0f;
-
- private int yMinLimit = -20;
- private int yMaxLimit = 80;
-
- private float x = 0.0f;
- private float y = 0.0f;
-
- private Vector3 screenPoint;
- private Vector3 offset;
-
- private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f));
- private Vector3 CameraTarget;
- void Start ()
- {
-
- CameraTarget = target.position;
-
- float z = target.transform.position.z - normalDistance;
- transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z);
-
- transform.LookAt(target);
-
- var angles = transform.eulerAngles;
- x = angles.y;
- y = angles.x;
- }
-
- void Update ()
- {
-
- if(Input.GetMouseButton(1))
- {
- x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
- y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
-
- y = ClampAngle(y, yMinLimit, yMaxLimit);
-
- var rotation = Quaternion.Euler(y, x, 0);
- var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
-
- transform.rotation = rotation;
- transform.position = position;
-
- }else if (Input.GetAxis("Mouse ScrollWheel") != 0)
- {
- normalized = (transform.position - CameraTarget).normalized;
-
- if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
- {
- normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
- }
- if (normalDistance < MouseZoomMin)
- {
- normalDistance = MouseZoomMin;
- }
- if (normalDistance > MouseZoomMax)
- {
- normalDistance = MouseZoomMax;
- }
- transform.position = normalized * normalDistance;
-
- }else if(Input.GetMouseButtonDown(2))
- {
- screenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
- offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
- }
- //unity3d:http://www.unitymanual.com/
- if(Input.GetMouseButton(2))
- {
- Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
-
- Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
- target.transform.position = curPosition;
- }
- transform.LookAt(CameraTarget);
-
- }
-
- static float ClampAngle (float angle , float min ,float max)
- {
- if (angle < -360)
- angle += 360;
- if (angle > 360)
- angle -= 360;
- return Mathf.Clamp (angle, min, max);
- }
- }
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