第一种,使用Transform 函数 RotateAround。面试
代码以下:函数
public Transform target;//获取旋转目标 private void camerarotate() //摄像机围绕目标旋转操做 { transform.RotateAround(target.position, Vector3.up, speed*Time.deltaTime); //摄像机围绕目标旋转 var mouse_x = Input.GetAxis("Mouse X");//获取鼠标X轴移动 var mouse_y = -Input.GetAxis("Mouse Y");//获取鼠标Y轴移动 if (Input.GetKey(KeyCode.Mouse1)) { transform.Translate(Vector3.left*(mouse_x*15f)*Time.deltaTime); transform.Translate(Vector3.up*(mouse_y*15f)*Time.deltaTime); } if (Input.GetKey(KeyCode.Mouse0)) { transform.RotateAround(target.transform.position, Vector3.up, mouse_x*5); transform.RotateAround(target.transform.position, transform.right, mouse_y*5); } } private void camerazoom() //摄像机滚轮缩放 { if (Input.GetAxis("Mouse ScrollWheel") > 0) transform.Translate(Vector3.forward*0.5f); if (Input.GetAxis("Mouse ScrollWheel") < 0) transform.Translate(Vector3.forward*-0.5f); } 做者:白水SR 连接:https://www.jianshu.com/p/dbd5c82cfb74 來源:简书 著做权归做者全部。商业转载请联系做者得到受权,非商业转载请注明出处。
若是出于某些特殊状况,好比被面试要求不容许使用RotateAround函数,或者非Unity平台等等。能够考虑使用四元数。spa
代码以下:code
void MyRotateAround(Vector3 center, Vector3 axis, float angle)
{ Vector3 pos = transform.position; Quaternion rot = Quaternion.AngleAxis(angle, axis); Vector3 dir = pos - center; //计算从圆心指向摄像头的朝向向量 dir = rot * dir; //旋转此向量 transform.position = center + dir;//移动摄像机位置 var myrot = transform.rotation; //transform.rotation *= Quaternion.Inverse(myrot) * rot *myrot;//设置角度另外一种方法 transform.rotation = rot * myrot; //设置角度 }