u3d:鼠标控制摄像机围绕对象旋转 ,用于观察对象
using UnityEngine; //观察模型 public class MouseFollowRotation : MonoBehaviour { public Transform target; public float xSpeed = 200, ySpeed = 200, mSpeed = 10; public float yMinLimit = -50, yMaxLimit = 50; public float distance = 9, minDistance = 3, maxDistance = 30; //bool needDamping = false; public bool needDamping = true; float damping = 5.0f; public static float x = 0.0f; public static float y = 0.0f; void Start() { // target = GameObject.Find ("Cube").transform; Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; } // Update is called once per frame void LateUpdate() { if (target) { 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); } distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed; distance = Mathf.Clamp(distance, minDistance, maxDistance); Quaternion rotation = Quaternion.Euler(y, x, 0.0f); Vector3 disVector = new Vector3(0.0f, 0.0f, -distance); Vector3 position = rotation * disVector + target.position; //adjust the camera if (needDamping) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping); transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping); } else { transform.rotation = rotation; transform.position = position; } } } //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); //} }