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);
}
}