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- using UnityEngine;
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- using System.Collections;
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- public class Script_07_11 : MonoBehaviour
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- {
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- public Transform target;
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- private int MouseWheelSensitivity = 1;
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- private int MouseZoomMin = 1;
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- private int MouseZoomMax = 5;
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- private float normalDistance = 3;
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- private Vector3 normalized;
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- private float xSpeed = 250.0f;
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- private float ySpeed = 120.0f;
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- private int yMinLimit = -20;
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- private int yMaxLimit = 80;
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- private float x = 0.0f;
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- private float y = 0.0f;
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- private Vector3 screenPoint;
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- private Vector3 offset;
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- private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f));
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- private Vector3 CameraTarget;
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- void Start ()
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- {
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- CameraTarget = target.position;
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- float z = target.transform.position.z - normalDistance;
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- transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z);
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- transform.LookAt(target);
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- var angles = transform.eulerAngles;
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- x = angles.y;
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- y = angles.x;
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- }
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- void Update ()
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- {
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- if(Input.GetMouseButton(1))
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- {
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- x += Input.GetAxis(“Mouse X”) * xSpeed * 0.02f;
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- y -= Input.GetAxis(“Mouse Y”) * ySpeed * 0.02f;
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- y = ClampAngle(y, yMinLimit, yMaxLimit);
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- var rotation = Quaternion.Euler(y, x, 0);
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- var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
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- transform.rotation = rotation;
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- transform.position = position;
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- }else if (Input.GetAxis(“Mouse ScrollWheel”) != 0)
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- {
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- normalized = (transform.position - CameraTarget).normalized;
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- if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
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- {
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- normalDistance -= Input.GetAxis(“Mouse ScrollWheel”) * MouseWheelSensitivity;
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- }
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- if (normalDistance < MouseZoomMin)
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- {
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- normalDistance = MouseZoomMin;
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- }
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- if (normalDistance > MouseZoomMax)
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- {
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- normalDistance = MouseZoomMax;
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- }
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- transform.position = normalized * normalDistance;
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- }else if(Input.GetMouseButtonDown(2))
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- {
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- screenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
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- offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
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- }
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- //unity3d:http://www.unitymanual.com/
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- if(Input.GetMouseButton(2))
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- {
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- Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
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- Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
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- target.transform.position = curPosition;
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- }
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- transform.LookAt(CameraTarget);
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- }
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- static float ClampAngle (float angle , float min ,float max)
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- {
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- if (angle < -360)
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- angle += 360;
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- if (angle > 360)
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- angle -= 360;
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- return Mathf.Clamp (angle, min, max);
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- }
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