using UnityEngine; using System.Collections; //1.设置Axes为Mouse X QQ群:476842922(欢迎加群讨论学习) // MouseLook rotates the transform based on the mouse delta. // To make an FPS style character: // - Create a capsule. // - Add the MouseLook script to the capsule. // -> Set the mouse look to use MouseX. (You want to only turn character but not tilt it) // - Add FPSInput script to the capsule // -> A CharacterController component will be automatically added. // // - Create a camera. Make the camera a child of the capsule. Position in the head and reset the rotation. // - Add a MouseLook script to the camera. // -> Set the mouse look to use MouseY. (You want the camera to tilt up and down like a head. The character already turns.) [AddComponentMenu("Control Script/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityHor = 9.0f; public float sensitivityVert = 9.0f; public float minimumVert = -45.0f; public float maximumVert = 45.0f; private float _rotationX = 0; void Start() { // Make the rigid body not change rotation Rigidbody body = GetComponent<Rigidbody>(); if (body != null) body.freezeRotation = true; } void Update() { if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0); } else if (axes == RotationAxes.MouseY) { _rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert; _rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert); transform.localEulerAngles = new Vector3(_rotationX, transform.localEulerAngles.y, 0); } else { float rotationY = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityHor; _rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert; _rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert); transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0); } } }