RPG控制摄像机的跟随旋转和放大缩小

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

/// <summary>

/// 控制摄像机的跟随

/// </summary>

public class MaincameraController : MonoBehaviour

{

private GameObject player;

private Vector3 offsetPoistion;//角色与摄像机的位置差

private float distance;

public float ScorllSpeed;//拉近拉远的速度

public float RotateSpeed;//摄像机选择的速度

bool isRotate;//判断摄像机是否在旋转

private void Start()

{

player = GameObject.FindGameObjectWithTag(Tags.Player);

offsetPoistion = transform.position - player.transform.position;//取得角色与摄像机的位置差

}

private void Update()

{

transform.position = offsetPoistion + player.transform.position;//保持角色与摄像机的位置差,控制摄像机的移动

RotateView();

ScorllView();

}

void ScorllView()//控制摄像机的拉远拉近

{

distance = offsetPoistion.magnitude;

distance = Mathf.Clamp(distance, 2, 18);

distance -= Input.GetAxis("Mouse ScrollWheel") * ScorllSpeed;

offsetPoistion = offsetPoistion.normalized * distance;

}

void RotateView()//控制摄像机的旋转

{

if (Input.GetMouseButtonDown(0) && UICamera.isOverUI == false)

{

isRotate = true;

}

if (Input.GetMouseButtonUp(0))

{

isRotate = false;

}

if (isRotate)

{

Vector3 OriginalPos = transform.position;

Quaternion OriginalRotation = transform.rotation;

transform.RotateAround(player.transform.position, player.transform.up, RotateSpeed * Input.GetAxis("Mouse X"));

transform.RotateAround(player.transform.position, transform.right, RotateSpeed * -Input.GetAxis("Mouse Y"));

float x = transform.eulerAngles.x;

if (x < 10 || x > 80)//当旋转超出范围后把初始之传递

{

transform.position = OriginalPos;

transform.rotation = OriginalRotation;

}

}

offsetPoistion = transform.position - player.transform.position;

}

}

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转载自blog.csdn.net/m0_56283466/article/details/129733694