using UnityEngine; using System.Collections; /// <summary> /// 相机跟随玩家 /// </summary> public class FollowPlayer : MonoBehaviour { private Transform player; private Vector3 offsetPosition; private float smothing = 5f; public float distance = 0; public float scrollSpeed = 2; private bool isRotaing=false; public float RorateSpeed = 1f; // Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; transform.LookAt(player); offsetPosition = transform.position - player.position; } // Update is called once per frame void Update() { Vector3 targetCampos = player.position + offsetPosition; //使用插值到达平滑视觉 transform.position = Vector3.Lerp(transform.position,targetCampos,smothing*Time.deltaTime); //处理视野旋转 RotateView(); ScrollView(); } /// <summary> /// 镜头拉近拉远 /// </summary> void ScrollView() { //print(Input.GetAxis("Mouse ScrollWheel"));//向后 返回负值(拉远视野),向前返回正直(拉近视野) //offsetPosition.magnitude 返回向量的长度(只读)。 distance = offsetPosition.magnitude; distance += Input.GetAxis("Mouse ScrollWheel")*scrollSpeed; //距离限制 distance = Mathf.Clamp(distance,4,14); //offsetPosition.normalized 返回向量的长度为1(只读)。 offsetPosition = offsetPosition.normalized * distance; } /// <summary> /// 旋转视角 /// </summary> void RotateView() { // Input.GetAxis("Mouse X");//得到鼠标在X水平方向滑动 // Input.GetAxis("Mouse Y");//得到鼠标在Y水平方向滑动 if (Input.GetMouseButtonDown(0)) { isRotaing = true; } if (Input.GetMouseButtonUp(0)) { isRotaing = false; } if (isRotaing) { transform.RotateAround(player.position, player.up, RorateSpeed * Input.GetAxis("Mouse X")); //左右 Vector3 originalPos = transform.position; Quaternion originalRotation = transform.rotation; transform.RotateAround(player.position, transform.right, -RorateSpeed * Input.GetAxis("Mouse Y"));//上下 float x = transform.eulerAngles.x; if(x<10 || x > 80)//当超出范围我们将属性 归为原来得 { transform.position = originalPos; transform.rotation = originalRotation; } offsetPosition = transform.position - player.position; } } }