Unity游戏开发入门征服Unity3d程序员

Unity3D 相机绕着物体旋转

2017-08-08  本文已影响185人  清歌AND浊酒

最近在做虚拟仿真教学,用到了相机绕着物体旋转缩放,本着省事在网上找到很多旋转的脚本,都不符合这个项目需求,之后决定还是自己写一个。这个脚本包含了设定刷新的角度和距离,限定旋转角度,限定缩放距离等功能

//
// 清歌与浊酒
//
// 2017-3
using UnityEngine;
using System.Collections;


[AddComponentMenu("Camera-Control/CameraControl")]
public class CameraControl : MonoBehaviour
{
    public Transform target;
    public Transform targetTO;
    public Vector3 targetOffset;
    public float distance = 5.0f;
    public float maxDistance = 20;//缩放
    public float minDistance = .6f;//缩放
    public float xSpeed = 200.0f;//速度
    public float ySpeed = 200.0f;
    public int yMinLimit = -80;//限定角度
    public int yMaxLimit = 80;
    public int zoomRate = 40;
    public float zoomDampening = 5.0f;
    public float xDeg = 0.0f;//自身的角度记录
    public float yDeg = 0.0f;//自身的角度
    public float currentDistance;//缩放记录
    public float desiredDistance;//缩放
    private Quaternion currentRotation;
    private Quaternion desiredRotation;
    public Quaternion rotation;
    private Vector3 position;

    public float X;//初始化角度X轴
    public float Y;//初始化角度Y轴
    /// <summary>
    /// 初始化距离
    /// </summary>
    public float CameDistance;
    void Start()
    {
        Init();
        desiredDistance = CameDistance;
        yDeg = X;
        xDeg = Y;
    }
    void OnEnable()
    {
        Init();
        desiredDistance = CameDistance;
        yDeg = X;
        xDeg = Y;

    }

    public void Init()
    {
       
        if (!target)
        {
            GameObject go = new GameObject("Cam Target");
            go.transform.position = transform.position + (transform.forward * distance);
            target = go.transform;
        }

        distance = Vector3.Distance(transform.position, target.position);
        currentDistance = distance;
        desiredDistance = distance;

       
        position = transform.position;
        rotation = transform.rotation;
        currentRotation = transform.rotation;
        desiredRotation = transform.rotation;

        xDeg = Vector3.Angle(Vector3.right, transform.right);
        yDeg = Vector3.Angle(Vector3.up, transform.up);
    }


    void LateUpdate()
    {

        if (Input.GetMouseButton(1))
        {
            xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
            yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
        }
        yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
        // 设置相机旋转

        desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
        currentRotation = transform.rotation;


        rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
        transform.rotation = rotation;



        // 影响scrollwheel变焦距离
        desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
        //变焦最小/最大
        desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
        //平滑变焦
        currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);

     
        target.position = Vector3.Lerp(target.position, targetTO.position, Time.deltaTime * 5);

 
        position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
        transform.position = position;
    }

    private 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);
    }
}

把要围绕这哪个物体旋转拖动到Traget和TragetTo中,大功告成!!!!!

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