關於unity中攝像機控制,我總結了一些,希望自己在今後的學習中不會忘記,耶!!!
unity中第一,三人稱控制器上綁定的都有一個叫Mouse Look的腳本,我把它寫下來了;
[AddComponentMenu("Camera-Control/Mouse Look")] public enum RotationAxes{MouseXAndY=0,Mouse1,MouseY=2} public RotationAxes axes=RotationAxes.MouseXAndY; public float SensitivityX=15F; public float SensitivityY=15F; public float minimumX=-360F; public float maxmumX=360F; public float minimumY=-60F; public float maxmumY=60F; float rotationY=0F; void start() { if(Getcomponent<Rigidbody>()) { GetComponent<Rigidbody>().freezeRotation=true; } } void update() { if(axes==RotationAxes.MouseXAndY) { float rotationX=transform.localEulerAngles.y+Input.GetAxis("Mouse X")*SensitivityX; rotationY+=Input.GetAxis("MouseY")*SensitivityY; rotationY=Mathf.Clamp(rotationY,minimumY,maxmumY); transform.localEulerAngles=new Vector3(-rotationY,rotationX,0); } else if(axes==RotationAxes.MouseX) { transform.Rotate(0,Input.GetAxis("Mouse X")*SensitivityX,0); } else { rotationY+=Input.GetAxis("Mouse Y")*SensitivityY; rotationY=Mathf.Clamp(rotationY,minimumY,maxmumY); transform.localEulerAngles=new Vector3(-rotationY,transform.localEulerAngles.y,0); } }
主角面向鼠標點擊的方向:
Vector3 m_pos=Input.mousePosition; //獲取鼠標的屏幕座標; Vector3 p_pos=Camera.main.WorldToScreenPoint(transform.position); //將主角的世界座標轉化爲屏幕座標,爲的是獲得他的z軸座標; m_pos.z=p_pos.z; //將主角的屏幕z軸座標賦值給鼠標; Vector3 wolrd; wolrd.x=Camera.main.ScreenToWorldPoint(m_pos).x; world.z=Camera.main.ScreenToWorldPoint(m_pos).z; world.y=transform.position.y //y軸座標不變,主角纔不會轉進地底; transform.LookAt(world); //主角看向鼠標點擊的位置;
滑動鼠標中建,調整視野的遠近:
float fov=Camera.main.FieldOfView; //獲得攝像機調整視野的值; fov+=Input.GetAxis("Mouse ScrollWheel")*sensitivity; //滑動中建,調整視野值得大小; fov=Mathf.Clamp(fov,minFov,maxFov); //限制視野值得大小爲(minFov,maxFov); Camera.main.FieldOfView=fov; //再將調整好的值賦值給攝像機的視野;