【unity】鼠标拖拽实现摄像机围绕物体视角旋转(物体不动、摄像机旋转)
直接贴效果和源码了
using UnityEngine; public class StagitCamController : MonoBehaviour { // 旋转的目标点 public Transform target; public float distance = 5.0f; public Vector3 startRotation; public float xSpeed = 120.0f; public float ySpeed = 120.0f; public float yMinLimit = -20f; public float yMaxLimit = 80f; public float distanceMin = .5f; public float distanceMax = 15f; float x = 0.0f; float y = 0.0f; private bool init = false; // 初始角度设置 void Start () { Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; } void LateUpdate () { if (target) { if (Input.GetMouseButton (0) || Input.GetAxis ("Mouse ScrollWheel") != 0.0f || !init) { x += Input.GetAxis ("Mouse X") * xSpeed * distance * 0.02f; y -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f; //y = ClampAngle (y, yMinLimit, yMaxLimit); Quaternion rotation = Quaternion.Euler (y + startRotation.x, x + startRotation.y, 0 + startRotation.z); distance = Mathf.Clamp (distance - Input.GetAxis ("Mouse ScrollWheel") * 5, distanceMin, distanceMax); RaycastHit hit; if (Physics.Linecast (target.position, transform.position, out hit)) { distance -= hit.distance; } Vector3 negDistance = new Vector3 (0.0f, 0.0f, -distance); Vector3 position = rotation * negDistance + target.position; transform.rotation = rotation; transform.position = position; init = true; } } } public static float ClampAngle(float angle, float min, float max) { if (angle < -360F) angle += 360F; if (angle > 360F) angle -= 360F; return Mathf.Clamp(angle, min, max); } }