using UnityEngine;
public class MouseFollowRotation : MonoBehaviour {
public
Transform
target;
public float
xSpeed=200, ySpeed=200,
mSpeed=10;
public float
yMinLimit=-50,
yMaxLimit=50;
public float
distance=7, minDistance=2,
maxDistance=30;
//bool
needDamping = false;
public bool
needDamping
=true;
float
damping = 5.0f;
public float
x = 0.0f;
public float
y = 0.0f;
public void
SetTarget( GameObject go
)
{
target = go.transform;
}
// Use this
for initialization
void Start
() {
Vector3 angles =
transform.eulerAngles;
x = angles.y;
y = angles.x;
}
// Update is
called once per frame
void
LateUpdate
()
{
if
(target)
{
//use the light button of mouse to rotate the
camera
if( Input.GetMouseButton(0)
)
{
x += Input.GetAxis("Mouse X") * xSpeed *
0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed *
0.02f;
y = ClampAngle(y, yMinLimit,
yMaxLimit);
//print(Input.GetAxis("Mouse
X"));
//print( Input.GetAxis("Mouse
Y"));
//print(x);
//print(y);
//Unity3D教程手册:[url]www.unitymanual.com[/url]
}
distance -= Input.GetAxis("Mouse
ScrollWheel")*mSpeed;
distance = Mathf.Clamp(distance, minDistance,
maxDistance);
Quaternion rotation = Quaternion.Euler(y, x,
0.0f);
Vector3 disVector = new Vector3( 0.0f, 0.0f, -distance
);
Vector3 position = rotation * disVector +
target.position;
//adjust the camera
if( needDamping )
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation,
Time.deltaTime*damping);
transform.position = Vector3.Lerp(transform.position, position,
Time.deltaTime*damping);
}
else
{
transform.rotation =
rotation;
transform.position =
position;
}
//Unity3D教程手册:[url]www.unitymanual.com[/url]
}
}
static float
ClampAngle (float angle, float min, float
max)
{
if (angle
< -360)
angle += 360;
if (angle
> 360)
angle -= 360;
return
Mathf.Clamp (angle, min,
max);
}
}
public class MouseFollowRotation : MonoBehaviour {
}