镜头拉近拉远的代码(无限拉远拉近)
代码如下:
if( Input.GetAxis("Mouse ScrollWheel") != 0 )
{
this.gameObject.transform.Translate(new Vector3(0,0,Input.GetAxis("Mouse ScrollWheel")*Time.deltaTime*500));
}
上述代码放在Update ()函数中,其中gameObject是摄像机或者物体对象,500是可以调节的参数。方法非常简单。
上述方法虽然能实现,但是太简单下面来个完整代码如下(只要把这个脚本绑定到相机上就OK);
实现:右键转动视角和镜头拉伸(拉动有范围)
/// <summary>
/// Mouse orbit.
/// This script use to control a main camera
/// </summary>
using UnityEngine;
using System.Collections;
public class MouseOrbit : MonoBehaviour {
[HideInInspector]
public GameObject target; //a target look at
public float xSpeed; //speed pan x
public float ySpeed; //speed pan y
public float yMinLimit; //y min limit
public float yMaxLimit; //y max limit
public float scrollSpeed; //scroll speed
public float zoomMin; //zoom min
public float zoomMax; //zoom max
//Private variable
private float distance;
private float distanceLerp;
private Vector3 position;
private bool isActivated;
private float x;
private float y;
private bool setupCamera;
// Use this for initialization
void Start () {
//Warning when not found target
if(target == null)
{
target = GameObject.FindGameObjectWithTag("Player");
if(target == null)
{
Debug.LogWarning("Don't found player tag please change player tag to Player");
}
}
//Setup Pos
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
CalDistance();
}
void LateUpdate () {
ScrollMouse();
RotateCamera();
}
//Roate camera method
void RotateCamera()
{
if (Input.GetMouseButtonDown(1)){
isActivated = true;
}
// if mouse button is let UP then stop rotating camera
if (Input.GetMouseButtonUp(1))
{
isActivated = false;
}
if (target && isActivated) {
y -= Input.GetAxis("Mouse Y") * ySpeed;
x += Input.GetAxis("Mouse X") * xSpeed;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
} else
{
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
}
//Calculate Distance Method
void CalDistance()
{
distance = zoomMax;
distanceLerp = distance;
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
//Scroll Mouse Method
void ScrollMouse()
{
distanceLerp = Mathf.Lerp(distanceLerp,distance,Time.deltaTime * 5);
if (Input.GetAxis("Mouse ScrollWheel") != 0 && !GUI_Menu.instance.CheckHoverItemShop() && !GUI_Menu.instance.CheckHoverSkillWindow())
{
// get the distance between camera and target
distance = Vector3.Distance (transform.position , target.transform.position);
distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel")*scrollSpeed, zoomMin, zoomMax);
}
}
//Scroll Limit Method
float ScrollLimit(float dist, float min, float max)
{
if (dist < min)
dist= min;
if (dist > max)
dist= max;
return dist;
}
//Clamp Angle Method
float ClampAngle(float angle,float min,float max)
{
if(angle < -360)
angle += 360;
if(angle > 360)
angle -= 360;
return Mathf.Clamp(angle,min,max);
}
}
上面的代码只能限定上下的视角,所以我改进了一下,下面的代码可以进行左右和上下视角的范围限定。如下:
/// <summary>
/// Mouse orbit.
/// This script use to control a main camera
/// </summary>
using UnityEngine;
using System.Collections;
public class MouseOrbit : MonoBehaviour {
//[HideInInspector]
public GameObject target; //a target look at
public float xSpeed; //speed pan x
public float ySpeed; //speed pan y
public float yMinLimit; //y min limit
public float yMaxLimit; //y max limit
public float XMinLimit; //X轴的限制
public float XMaxLimit;
public float scrollSpeed; //scroll speed
public float zoomMin; //zoom min
public float zoomMax; //zoom max
//Private variable
private float distance;
private float distanceLerp;
private Vector3 position;
private bool isActivated;
private float x;
private float y;
private bool setupCamera;
// Use this for initialization
void Start () {
//Warning when not found target
if(target == null)
{
//target = GameObject.FindGameObjectWithTag("Player");
if(target == null)
{
Debug.LogWarning("Don't found player tag please change player tag to Player");
}
}
//Setup Pos
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
CalDistance();
}
void LateUpdate () {
ScrollMouse();
RotateCamera();
if (x < XMinLimit)
{
x = XMinLimit;
}
if (x > XMaxLimit)
{
x = XMaxLimit;
}
}
//Roate camera method
void RotateCamera()
{
if (Input.GetMouseButtonDown(1)){
isActivated = true;
}
// if mouse button is let UP then stop rotating camera
if (Input.GetMouseButtonUp(1))
{
isActivated = false;
}
if (target && isActivated) {
y -= Input.GetAxis("Mouse Y") * ySpeed;
x += Input.GetAxis("Mouse X") * xSpeed;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
} else
{
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
}
//Calculate Distance Method
void CalDistance()
{
distance = zoomMax;
distanceLerp = distance;
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 calPos = new Vector3(0, 0, -distanceLerp);
position = rotation * calPos + target.transform.position;
transform.rotation = rotation;
transform.position = position;
}
//Scroll Mouse Method
void ScrollMouse()
{
distanceLerp = Mathf.Lerp(distanceLerp,distance,Time.deltaTime * 5);
if (Input.GetAxis("Mouse ScrollWheel") != 0 /*&& !GUI_Menu.instance.CheckHoverItemShop() && !GUI_Menu.instance.CheckHoverSkillWindow()*/)
{
// get the distance between camera and target
distance = Vector3.Distance (transform.position , target.transform.position);
distance = ScrollLimit(distance - Input.GetAxis("Mouse ScrollWheel")*scrollSpeed, zoomMin, zoomMax);
}
}
//Scroll Limit Method
float ScrollLimit(float dist, float min, float max)
{
if (dist < min)
dist= min;
if (dist > max)
dist= max;
return dist;
}
//Clamp Angle Method
//float ClampAngle(float angle,float min,float max)
//{
// if(angle < -360)
// angle += 360;
// if(angle > 360)
// angle -= 360;
// return Mathf.Clamp(angle,min,max);
//}
float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}