标签:blog io ar os sp for div on art
using UnityEngine;
using System.Collections;
//应把物机添加Character Controller组件.
public class Cubet : MonoBehaviour { //此处定义一个类,所拖动到的物体即是该类的一个对象
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
public Transform cam_transform;
public Transform per_transform;
// Use this for initialization
void Start () {
per_transform = this.transform; //获取对象的transform,包括有旋转角度,位置等。此处已相当于指针指向了
GameObject cobj = GameObject.Find ("mainCamera"); //获取照相机
cam_transform = cobj.transform; //照相机的transform
camStart ();
if (GetComponent<Rigidbody>()) //旋转冻结。作用是用于使旋转角度不因物理模拟而改变。
GetComponent<Rigidbody>().freezeRotation = true;
}
void camStart(){
Vector3 perpos = per_transform.position;
perpos.y += 0.5f;
perpos.x += 1f;
perpos.z += 1f;
cam_transform.position = perpos; //设置照相机的位置、角度
cam_transform.eulerAngles = per_transform.eulerAngles;
}
// Update is called once per frame
void Update () { //官方的代码
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = cam_transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
cam_transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
cam_transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
cam_transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
per_transform.localEulerAngles = cam_transform.transform.localEulerAngles; //设置对象的面向始终与照相机的面向保持一致。
}
}
标签:blog io ar os sp for div on art
原文地址:http://www.cnblogs.com/jie-dcai/p/4103901.html