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Unity之一天一个技术点(十三)

var target : Transform;
var distance = 10.0;


var xSpeed = 250.0;
var ySpeed = 120.0;


var yMinLimit = -20;
var yMaxLimit = 80;


private var x = 0.0;
private var y = 0.0;


@AddComponentMenu("Camera-Control/Mouse Orbit")
partial class MouseOrbit { }


function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;


        // Make the rigid body not change rotation
        if (rigidbody)
                rigidbody.freezeRotation = true;
}


function LateUpdate () {
    if (target) {
        x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
        y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
                
                y = ClampAngle(y, yMinLimit, yMaxLimit);
                      
        var rotation = Quaternion.EulerAngles(y * Mathf.Deg2Rad, x * Mathf.Deg2Rad, 0);
        var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
       
        transform.rotation = rotation;
        transform.position = position;
    }
}


static function ClampAngle (angle : float, min : float, max : float) {
        if (angle < -360)
                angle += 360;
        if (angle > 360)
                angle -= 360;
        return Mathf.Clamp (angle, min, max);
}

以指定对象为中心,根据鼠标位置旋转照相机



Unity之一天一个技术点(十三)