C# with Unity 3D:当用户移动鼠标时,如何使相机围绕对象移动
C# with Unity 3D: How do I make a camera move around an object when user moves mouse
我正在尝试在 Unity 4 中进行 3d 观看模拟,用户可以在其中 select 一个对象并移动他们的鼠标以围绕它旋转(360 度)我已经拍了很多照片试图让它成为工作,但我每次都失败了,我们将不胜感激,如果它是用 C# 编写的,那就太好了! (但没必要)
提前致谢!
MouseOrbit 脚本可以做到这一点:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
只需将此脚本附加到您的相机对象中,然后 link 检查器中的目标对象。
这是一种不同且有趣的方式:)(我使用它)
(这里以立方体为目标)
1) 创建球体 - 名称:"Camera Orbit" - 添加 material:透明(Alpha = 0) - 根据需要缩放 - 旋转:(0,0,0.1f)
2) 将相机作为 "child" 添加到 Camera Orbit 的表面。位置 = (0,"y = camera orbit scale",0)
旋转 = (90,0,0)
3) 创建空游戏对象——名称:输入控件。
InputControl.cs:
public class InputControl : MonoBehaviour
{
public GameObject cameraOrbit;
public float rotateSpeed = 8f;
void Update()
{
if (Input.GetMouseButton(0))
{
float h = rotateSpeed * Input.GetAxis("Mouse X");
float v = rotateSpeed * Input.GetAxis("Mouse Y");
if (cameraOrbit.transform.eulerAngles.z + v <= 0.1f || cameraOrbit.transform.eulerAngles.z + v >= 179.9f)
v = 0;
cameraOrbit.transform.eulerAngles = new Vector3(cameraOrbit.transform.eulerAngles.x, cameraOrbit.transform.eulerAngles.y + h, cameraOrbit.transform.eulerAngles.z + v);
}
float scrollFactor = Input.GetAxis("Mouse ScrollWheel");
if (scrollFactor != 0)
{
cameraOrbit.transform.localScale = cameraOrbit.transform.localScale * (1f - scrollFactor);
}
}
}
CameraController.cs:
public class CameraController : MonoBehaviour
{
public Transform cameraOrbit;
public Transform target;
void Start()
{
cameraOrbit.position = target.position;
}
void Update()
{
transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0);
transform.LookAt(target.position);
}
}
4) 添加 CameraController.cs 到相机。
5) 添加 InputControl.cs 到输入控件。
6) 在脚本中设置 public 个变量。 ("Camera Orbit" 和 "Target")
就是这样。鼠标单击并拖动:旋转 - 鼠标轮:缩放 in-out。
ps。如果需要,您可以将目标更改为运行时。
这太完美了。我所做的唯一更改是向 Camera Orbit 添加脚本:
public class FollowPlayer : MonoBehaviour {
public GameObject player;
private Vector3 playerPos;
// Update is called once per frame
void Update () {
if (this.transform.localScale.x <= 1)
{
this.transform.localScale = new Vector3(1, 1, 1);
}
if (this.transform.localScale.x >= 15)
{
this.transform.localScale = new Vector3(15, 15, 15);
}
playerPos = player.transform.position;
this.transform.position = playerPos;
}
}
然后将您的 "player" 对象附加到输入控件,输入控件将移动到玩家所在的位置,让您可以跟踪玩家,以及旋转和鼠标滚轮缩放。喜欢。
localScale if 语句意味着您目前只能放大和缩小。
这个脚本现在唯一的问题是,如果你缩小到 15 然后继续尝试缩小,相机会弹跳。不过,我确信这很容易解决,只是我还没有花时间。
您根本不需要 CameraController,只需将相机的 z 旋转设置为 -90。
-- 将其用于鼠标按下并拖动
-- 我修改了这里的代码:http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}
我正在尝试在 Unity 4 中进行 3d 观看模拟,用户可以在其中 select 一个对象并移动他们的鼠标以围绕它旋转(360 度)我已经拍了很多照片试图让它成为工作,但我每次都失败了,我们将不胜感激,如果它是用 C# 编写的,那就太好了! (但没必要) 提前致谢!
MouseOrbit 脚本可以做到这一点:
http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
只需将此脚本附加到您的相机对象中,然后 link 检查器中的目标对象。
这是一种不同且有趣的方式:)(我使用它)
(这里以立方体为目标)
1) 创建球体 - 名称:"Camera Orbit" - 添加 material:透明(Alpha = 0) - 根据需要缩放 - 旋转:(0,0,0.1f)
2) 将相机作为 "child" 添加到 Camera Orbit 的表面。位置 = (0,"y = camera orbit scale",0)
旋转 = (90,0,0)
3) 创建空游戏对象——名称:输入控件。
InputControl.cs:
public class InputControl : MonoBehaviour
{
public GameObject cameraOrbit;
public float rotateSpeed = 8f;
void Update()
{
if (Input.GetMouseButton(0))
{
float h = rotateSpeed * Input.GetAxis("Mouse X");
float v = rotateSpeed * Input.GetAxis("Mouse Y");
if (cameraOrbit.transform.eulerAngles.z + v <= 0.1f || cameraOrbit.transform.eulerAngles.z + v >= 179.9f)
v = 0;
cameraOrbit.transform.eulerAngles = new Vector3(cameraOrbit.transform.eulerAngles.x, cameraOrbit.transform.eulerAngles.y + h, cameraOrbit.transform.eulerAngles.z + v);
}
float scrollFactor = Input.GetAxis("Mouse ScrollWheel");
if (scrollFactor != 0)
{
cameraOrbit.transform.localScale = cameraOrbit.transform.localScale * (1f - scrollFactor);
}
}
}
CameraController.cs:
public class CameraController : MonoBehaviour
{
public Transform cameraOrbit;
public Transform target;
void Start()
{
cameraOrbit.position = target.position;
}
void Update()
{
transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 0);
transform.LookAt(target.position);
}
}
4) 添加 CameraController.cs 到相机。
5) 添加 InputControl.cs 到输入控件。
6) 在脚本中设置 public 个变量。 ("Camera Orbit" 和 "Target")
就是这样。鼠标单击并拖动:旋转 - 鼠标轮:缩放 in-out。
ps。如果需要,您可以将目标更改为运行时。
这太完美了。我所做的唯一更改是向 Camera Orbit 添加脚本:
public class FollowPlayer : MonoBehaviour {
public GameObject player;
private Vector3 playerPos;
// Update is called once per frame
void Update () {
if (this.transform.localScale.x <= 1)
{
this.transform.localScale = new Vector3(1, 1, 1);
}
if (this.transform.localScale.x >= 15)
{
this.transform.localScale = new Vector3(15, 15, 15);
}
playerPos = player.transform.position;
this.transform.position = playerPos;
}
}
然后将您的 "player" 对象附加到输入控件,输入控件将移动到玩家所在的位置,让您可以跟踪玩家,以及旋转和鼠标滚轮缩放。喜欢。
localScale if 语句意味着您目前只能放大和缩小。
这个脚本现在唯一的问题是,如果你缩小到 15 然后继续尝试缩小,相机会弹跳。不过,我确信这很容易解决,只是我还没有花时间。
您根本不需要 CameraController,只需将相机的 z 旋转设置为 -90。
-- 将其用于鼠标按下并拖动 -- 我修改了这里的代码:http://wiki.unity3d.com/index.php?title=MouseOrbitImproved#Code_C.23
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
float mouseX = 0f;
float mouseY = 0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void LateUpdate()
{
if (target)
{
GetMouseButtonDown_XY();
x += mouseX * xSpeed * distance * 0.02f;
y -= mouseY * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
Vector3 mousePosPrev;
void GetMouseButtonDown_XY()
{
if (Input.GetMouseButtonDown(0))
{
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
if (Input.GetMouseButton(0))
{
Vector3 newMousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
if (newMousePos.x < mousePosPrev.x)
{
mouseX = -1;
} else if (newMousePos.x > mousePosPrev.x)
{
mouseX = 1;
} else
{
mouseX = -0;
}
if (newMousePos.y < mousePosPrev.y)
{
mouseY = -1;
}
else if (newMousePos.y > mousePosPrev.y)
{
mouseY = 1;
}
else
{
mouseY = -0;
}
mousePosPrev = Camera.main.ScreenToViewportPoint(Input.mousePosition);
}
}