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using UnityEngine; using System.Collections; public class NewCamera : MonoBehaviour { public GameObject cameraFather; public Transform target; public float rotatespeed; public float scalespeed; public float min; public float max; public Transform obj; public float cameraSpeed; private bool isLock =false; private Vector3 fCurrentRotation; private float currentSacale; private Vector3 currentRotation; private Vector3 lastMousePosition; // Use this for initialization void Start () { fCurrentRotation = cameraFather.transform.eulerAngles; currentRotation = transform.eulerAngles; lastMousePosition = Input.mousePosition; } // Update is called once per frame void Update() { if (obj != null && Input.GetKeyDown (KeyCode.Space) && isLock == false) { isLock = true; } else if (Input.GetKeyDown (KeyCode.Space)) { isLock = false; } if (isLock) { cameraFather.transform.position = obj.position; } else if(!Input.GetMouseButton(0)){ if (Input.mousePosition.x <= Screen.width && Input.mousePosition.x >= Screen.width - 60) { cameraFather.transform.Translate (new Vector3(1,0,0)*cameraSpeed*Time .deltaTime); }else if(Input.mousePosition.x >= 0 && Input.mousePosition.x <= 60){ cameraFather.transform.Translate (new Vector3(1,0,0)*-cameraSpeed*Time .deltaTime); } if(Input.mousePosition.y >= 0 && Input.mousePosition.y <= 60){ cameraFather.transform.Translate (new Vector3(0,0,1)*-cameraSpeed*Time .deltaTime); }else if(Input.mousePosition.y >= Screen.height-60 && Input.mousePosition.y <= Screen.height){ cameraFather.transform.Translate (new Vector3(0,0,1)*cameraSpeed*Time .deltaTime); } } currentSacale = 0; //transform.LookAt (camerachild.position); Vector3 mouseDelta = Input.mousePosition - lastMousePosition; lastMousePosition = Input.mousePosition; if (Input.GetMouseButton(0)) { fCurrentRotation.y += mouseDelta.x * rotatespeed * Time.deltaTime; currentRotation.x += mouseDelta.y * rotatespeed * Time.deltaTime; currentRotation.y += mouseDelta.x * rotatespeed * Time.deltaTime; } currentSacale = Input.mouseScrollDelta.y * scalespeed * Time.deltaTime; if(currentSacale != 0) currentSacale = Mathf.Clamp(currentSacale,min,max); Debug.Log (currentSacale); transform.position = target.position; cameraFather.transform.eulerAngles = fCurrentRotation; transform.eulerAngles = currentRotation; transform.Translate (new Vector3(0,0,currentSacale)); } }
1.创建一个空物体,将它(GameObject)拉到摄像机要观察的对象文件夹里面,对象就是类似英雄联盟的英雄。
2.将Transform栏的Position清0;
3.再将空物体拉出来放到与摄像机文件夹下,将Transform栏的Rotation清0;
4.将空物体拉出来到摄像机文件夹同层,将空物体Transform栏的Rotation的 X 清0;
5.将摄像机拉到空物体文件夹下。
6.把NewCamera.cs 添加到摄像机。
7.将空物体拉到CameraFather选项,将摄像机拉到Target,Rotateseed是旋转速度,自己输入一个正数,Scalespeed滚轴带动摄像机移动速度,Min和Max都是Scalespeed的大小限制,Min一般是负值,Max一般取正值。(小于取Min值大于取Max值)。把观察的对象拉到Obj选项。Cameraspeed是鼠标靠近屏幕边缘的移动速度。
按键说明
按Space(空格)键锁定视角
按住鼠标左键拖动旋转视角
滚轴改变摄像机和物体距离
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原文地址:http://www.cnblogs.com/wowanyasuo/p/5772510.html