private float minXRotation = -40; private float maxXRotation = 40; private float minYRotation = -60; private float maxYRotation = 60; private void Update() { float xPosPrecent = Input.mousePosition.x / Screen.width; float yPosPrecent = Input.mousePosition.y / Screen.height; float xAngle = -Mathf.Clamp(yPosPrecent * maxXRotation, minXRotation, maxXRotation); float yAngle = Mathf.Clamp(xPosPrecent * maxYRotation, minYRotation, maxYRotation); this.gameObject.transform.eulerAngles=new Vector3(xAngle, yAngle, 0); }
///Mathf.Clamp(value,min,max);
//当旋转角度大于max,value=max;
//当旋转角度小于min,value=min;
//else value=value;
TonyChen
2018.4.1