主要想探讨的是如何令摄像机随鼠标操做进行旋转和移动,摄像机跟随的脚本官方就有Example。c#
主要的特色是使用独立的角度变量,每次处理鼠标移动操做都会建立一个新的Quaternion
用于计算。this
先看Demo。code
public class PlayerControls : MonoBehaviour { public GameObject Player; public float Distance; //public float CameraRepositionSpeed; public float MouseMotionScaleLevel; public bool ReverseAxisY; public float PitchMaximum; public float PitchMinimum; private float _CurrentCameraAngleAroundX; private float _CurrentCameraAngleAroundY; private Vector3 _PositionTarget; // Use this for initialization void Start() { } // Update is called once per frame void Update() { _CurrentCameraAngleAroundX += Input.GetAxis("Mouse Y") * MouseMotionScaleLevel * Time.deltaTime * (ReverseAxisY ? -1 : 1); _CurrentCameraAngleAroundY += Input.GetAxis("Mouse X") * MouseMotionScaleLevel * Time.deltaTime; _CurrentCameraAngleAroundX = Mathf.Clamp(_CurrentCameraAngleAroundX, PitchMinimum, PitchMaximum); _PositionTarget = Player.transform.position + Quaternion.Euler(_CurrentCameraAngleAroundX, _CurrentCameraAngleAroundY, 0) * (-Player.transform.forward * Distance); //transform.position = Vector3.Lerp(transform.position, _PositionTarget, Time.deltaTime * CameraRepositionSpeed); transform.position = _PositionTarget; transform.LookAt(Player.transform); } }
核心在于_CurrentCameraAngleAroundX
和_CurrentCameraAngleAroundY
以及Distance
,这三个变量共同决定了以玩家Player
为原点的极坐标系下摄像机所处的空间位置。orm
计算坐标时只须要经过Quaternion.Euler
来取得旋转四元数,以玩家为原点衍生一条(0,0,-1)的向量并乘上四元数以旋转至Player
指向摄像机的方向,最后乘上Distance
,便可获得摄像机相对玩家的偏移。get
_PositionTarget = Player.transform.position + Quaternion.Euler(_CurrentCameraAngleAroundX, _CurrentCameraAngleAroundY, 0) * (-Player.transform.forward * Distance);
最后只要将摄像机放置在那个位置,而后LookAt
旋转到z
轴正方向指向玩家就完事儿了。it