Unity (十) Camera:一个比较通用的摄像机跟随

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

public class CameroFollowPlayer : MonoBehaviour
{
private Transform player; //玩家位置
private Vector3 pos; //玩家与相机的位置偏移
public float scorllSpeed = 1;
public float rotaSpeed = 1;
private bool isRightMouseDown;
private void Start()
{
player = GameObject.FindGameObjectWithTag(Tags.Player).transform;
pos = transform.position - player.position;
}

private void Update()
{
transform.position = player.position + pos;
ScorllView();

RotaView();
}


/// <summary>
/// 视野的拉近 拉远
/// </summary>
void ScorllView()
{
float scorll = Input.GetAxis("Mouse ScrollWheel");
float distance = Vector3.Distance(transform.position, player.position); //距离
distance = distance + scorll * scorllSpeed; //通过修改相机与玩家的距离,来控制视野的拉近,拉远
distance = Mathf.Clamp(distance, 2, 18); //限制最大 最小距离
pos = pos.normalized * distance; //玩家与相机的距离差的归一向量,乘以距离
}

/// <summary>
/// 鼠标右键控制视野的旋转
/// </summary>
void RotaView()
{
if (Input.GetMouseButtonDown(1))
{
isRightMouseDown = true;
}
if (Input.GetMouseButtonUp(1))
{
isRightMouseDown = false;
}

if (isRightMouseDown) //如果按下了鼠标右键
{
//围绕玩家在Y轴旋转,旋转角度是鼠标在水平方向滑过的距离,乘以速度
transform.RotateAround(player.position, Vector3.up, Input.GetAxis("Mouse X") * rotaSpeed);

//保存原来的位置和旋转
Vector3 position = transform.position;
Quaternion qua = transform.rotation;

// 围绕玩家在X轴旋转,旋转角度是鼠标在垂直方向滑过的距离,乘以速度
transform.RotateAround(player.position, -transform.right, Input.GetAxis("Mouse Y") * rotaSpeed);

//限制角度
if (transform.eulerAngles.x < 0 || transform.eulerAngles.x > 80)
{
transform.position = position; ;
transform.rotation = qua;
}

//更新位置偏移
pos = transform.position - player.position;

}
}
}

posted @ 2017-10-03 08:16  鱼歌。  阅读(791)  评论(0编辑  收藏  举报