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using UnityEngine;
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using System.Collections;
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public class Script_07_11 : MonoBehaviour
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{
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public Transform target;
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private int MouseWheelSensitivity = 1;
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private int MouseZoomMin = 1;
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private int MouseZoomMax = 5;
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private float normalDistance = 3;
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private Vector3 normalized;
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private float xSpeed = 250.0f;
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private float ySpeed = 120.0f;
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private int yMinLimit = -20;
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private int yMaxLimit = 80;
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private float x = 0.0f;
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private float y = 0.0f;
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private Vector3 screenPoint;
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private Vector3 offset;
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private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f));
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private Vector3 CameraTarget;
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void Start ()
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{
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CameraTarget = target.position;
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float z = target.transform.position.z - normalDistance;
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transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z);
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transform.LookAt(target);
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var angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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}
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void Update ()
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{
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if(Input.GetMouseButton(1))
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{
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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var rotation = Quaternion.Euler(y, x, 0);
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var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
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transform.rotation = rotation;
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transform.position = position;
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}else if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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normalized = (transform.position - CameraTarget).normalized;
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if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
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{
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normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
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}
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if (normalDistance < MouseZoomMin)
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{
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normalDistance = MouseZoomMin;
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}
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if (normalDistance > MouseZoomMax)
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{
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normalDistance = MouseZoomMax;
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}
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transform.position = normalized * normalDistance;
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}else if(Input.GetMouseButtonDown(2))
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{
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screenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
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offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
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}
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//unity3d:http://www.unitymanual.com/
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if(Input.GetMouseButton(2))
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{
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Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
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Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
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target.transform.position = curPosition;
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}
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transform.LookAt(CameraTarget);
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}
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static float ClampAngle (float angle , float min ,float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp (angle, min, max);
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}
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unity实现鼠标拖拽缩放功能代码
最新推荐文章于 2023-08-14 01:49:56 发布
