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;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
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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