如何让摄像机跟随你的角色,并且按鼠标右键围绕旋转

本文介绍了一个Unity脚本,该脚本使摄像机能够跟随指定目标并响应鼠标输入进行旋转。通过设置不同的参数,可以调整旋转轴、灵敏度及旋转范围等。

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把脚本挂载到摄像机上,把要跟随的目标拉到 Target 上

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour
{

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -85F;
    public float maximumY = 4F;

    public float rotationY = 0F;

    public float theDistance=-8f;

    public float MaxDistance=-30f;

    public GameObject target;
    void Update()
    {
        target = GameObject.Find("Player");
        if (theDistance > 0)
            theDistance = 0;
        if (theDistance < MaxDistance)
            theDistance = MaxDistance;
        if (Input.GetMouseButton(1))
        {
            transform.position = target.transform.position;
            if (axes == RotationAxes.MouseXAndY)
            {
                float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
                transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
            }
            else if (axes == RotationAxes.MouseX)
            {
                transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
            }
            else
            {
                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
                transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
            }
            SetDistance();
        }
        else
        {
            transform.position = target.transform.position;
            SetDistance();
        }
    }

    void Start()
    {
        if (GetComponent<Rigidbody>())
        {
            GetComponent<Rigidbody>().freezeRotation = true;
            transform.position = target.transform.position;
        }
    }

    //设置相机与人物之间的距离
    void SetDistance()
    {
        transform.Translate(Vector3.forward * theDistance);
    }
}


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