Unity镜头跟随鼠标位置转换视野

public class MouseLook : MonoBehaviour
{
Vector2 _mouseAbsolute;
Vector2 _smoothMouse;

public Vector2 clampInDegrees = new Vector2(360, 180);
public bool lockCursor;
public Vector2 sensitivity = new Vector2(2, 2);
public Vector2 smoothing = new Vector2(3, 3);
public Vector2 targetDirection;
public Vector2 targetCharacterDirection;

// Assign this if there's a parent object controlling motion, such as a Character Controller.
// Yaw rotation will affect this object instead of the camera if set.
public GameObject characterBody;

void Start()
{
    // Set target direction to the camera's initial orientation.
    targetDirection = transform.localRotation.eulerAngles;

    // Set target direction for the character body to its inital state.
    if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
}

void Update()
{
    // Ensure the cursor is always locked when set
    //Screen.lockCursor = lockCursor;

    // Allow the script to clamp based on a desired target value.
    var targetOrientation = Quaternion.Euler(targetDirection);
    var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);

    // Get raw mouse input for a cleaner reading on more sensitive mice.
    var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

    // Scale input against the sensitivity setting and multiply that against the smoothing value.
    mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));

    // Interpolate mouse movement over time to apply smoothing delta.
    _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
    _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);

    // Find the absolute mouse movement value from point zero.
    _mouseAbsolute += _smoothMouse;

    // Clamp and apply the local x value first, so as not to be affected by world transforms.
    if (clampInDegrees.x < 360)
        _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);

    // Then clamp and apply the global y value.
    if (clampInDegrees.y < 360)
        _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);

    var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
    transform.localRotation = xRotation;



    transform.localRotation *= targetOrientation;

    // If there's a character body that acts as a parent to the camera
    if (characterBody)
    {
        var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
        characterBody.transform.localRotation = yRotation;
        characterBody.transform.localRotation *= targetCharacterOrientation;
    }
    else
    {
        var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
        transform.localRotation *= yRotation;
    }
}

}

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转载自blog.csdn.net/qq_35936174/article/details/79962539