鼠标左键控制摄像机的视角

鼠标左键控制摄像机的视角

工作的原因,今天就只写了unity下的鼠标左键控制摄像机的视角左右上下调节;明天,补齐。[有诸多参考,着实是需要多多加油的]

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems; public class CameraMove : MonoBehaviour
{
public Vector3 target;
private Vector3 offset;
private bool IsControlMove = true;
private float _xAngles = 0.0f;
private float _yAngles = 0.0f;
private float m_xAngles = 0.0f;
private float m_yAngles = 0.0f;
private float m_xSpeed = 100f;
private float m_ySpeed = 100f;
//Limit
private float m_xMinValue = -15f;
private float m_xMaxValue = 15;
private float m_yMinValue = -15;
private float m_yMaxValue = 15;
void Awake()
{
//Init
Vector3 myCameraAngles = transform.eulerAngles;
_xAngles = myCameraAngles.y;
_yAngles = myCameraAngles.x;
m_xAngles = myCameraAngles.y;
m_yAngles = myCameraAngles.x;
offset = transform.position - target;
}
void LateUpdate()
{
if (IsControlMove)
{
if (Application.platform == RuntimePlatform.WindowsEditor)
{
if (Input.GetMouseButton(0)/*&&!EventSystem.current.IsPointerOverGameObject()*/)
{
m_xAngles -= Input.GetAxis("Mouse X") * m_xSpeed * 0.02f;
m_xAngles = Mathf.Clamp(m_xAngles, m_xMinValue, m_xMaxValue);
m_yAngles += Input.GetAxis("Mouse Y") * m_ySpeed * 0.02f;
m_yAngles = Mathf.Clamp(m_yAngles, m_yMinValue, m_yMaxValue);
var rotation = Quaternion.Euler(m_yAngles, m_xAngles, 0);
Vector3 position = rotation * offset + target;
transform.rotation = rotation;
transform.position = position;
}
}
}
}
}

  

05-06 05:46