在网上搜到的,在这里记录下,以后用,如果有侵权的地方,谅解下!!!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MouseLook : MonoBehaviour
{
//定义镜头与角色的初始距离,开始的时候定义成私有变量,我改成公有变量,为了方便在代码面板上修改
public float m_distanceAway = 4.5f;
//镜头初始高度
public float m_distanceUp = 1.5f;
//镜头改变时的平滑度
private float m_smooth = 5f;
//玩家对象
public Transform m_player;
//自己
private Transform m_transsform;
private float maxSuo = 100.0f;//镜头缩放范围
private float minSuo = 2.0f;
private float maxSD = 20.0f;
private float minSD = 1f;
void Start ()
{
m_transsform = this.transform;//定义自己
m_player = GameObject.Find("Player").transform;
}
void Update ()
{
Zoom();//缩放
CameraSet();//相机设置
//定义一条射线
RaycastHit hit;
if (Physics.Linecast(m_player.position + Vector3.up,m_transsform.position,out hit))
{
string name = hit.collider.gameObject.tag;
if (name != "MainCamera")
{
//如果射线碰撞的不是相机,那么就取得射线碰撞点到玩家的距离
float currentDistance = Vector3.Distance(hit.point,m_player.position);
//如果射线碰撞点小于玩家与相机本来的距离,就说明角色身后是有东西,为了避免穿墙,就把相机拉近
if (currentDistance < m_distanceAway)
{
m_transsform.position = hit.point;
}
}
}
}
/// <summary>
/// 设置相机
/// </summary>
void CameraSet()
{
//取得相机旋转的角度
float m_wangtedRotationAngel = m_player.transform.eulerAngles.y;
//获取相机移动的高度
float m_wangtedHeight = m_player.transform.position.y + m_distanceUp;
//获得相机当前角度
float m_currentRotationAngle = m_transsform.eulerAngles.y;
//获取相机当前的高度
float m_currentHeight = m_transsform.position.y;
//在一定时间内将当前角度更改为角色面对的角度
m_currentRotationAngle = Mathf.LerpAngle(m_currentRotationAngle, m_wangtedRotationAngel, m_smooth * Time.deltaTime);
//更改当前高度
m_currentHeight = Mathf.Lerp(m_currentHeight, m_wangtedHeight, m_smooth * Time.deltaTime);
//返回一个Y轴旋转玩家当前角度那么多的度数
Quaternion m_currentRotation = Quaternion.Euler(0, m_currentRotationAngle, 0);
//玩家的位置
Vector3 m_position = m_player.transform.position;
//相机位置差不多计算出来了
m_position -= m_currentRotation * Vector3.forward * m_distanceAway;
//将相机应当到达的高度加进应当到达的坐标,这就是相机的新位置
m_position = new Vector3(m_position.x, m_currentHeight, m_position.z);
m_transsform.position = Vector3.Lerp(m_transsform.position, m_position, Time.time);
//注视玩家
m_transsform.LookAt(m_player);
}
/// <summary>
/// 按鼠标滚轮缩放
/// </summary>
void Zoom()
{
//实现滑轮拖动
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (Camera.main.fieldOfView <= maxSuo)//缩放的范围
{
Camera.main.fieldOfView += 2;
}
if (Camera.main.orthographicSize <= maxSD)
{
Camera.main.orthographicSize += 0.5f;
}
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if (Camera.main.fieldOfView >= minSuo)
{
Camera.main.fieldOfView -= 2;
}
if (Camera.main.orthographicSize >= minSD)
{
Camera.main.orthographicSize -= 0.5f;
}
}
}
}