using UnityEngine; using System.Collections; public class NewCamera : MonoBehaviour { public GameObject cameraFather; public Transform target; public float rotatespeed; public float scalespeed; public float min; public float max; public Transform obj; public float cameraSpeed; private bool isLock =false; private Vector3 fCurrentRotation; private float currentSacale; private Vector3 currentRotation; private Vector3 lastMousePosition; // Use this for initialization void Start () { fCurrentRotation = cameraFather.transform.eulerAngles; currentRotation = transform.eulerAngles; lastMousePosition = Input.mousePosition; } // Update is called once per frame void Update() { if (obj != null && Input.GetKeyDown (KeyCode.Space) && isLock == false) { isLock = true; } else if (Input.GetKeyDown (KeyCode.Space)) { isLock = false; } if (isLock) { cameraFather.transform.position = obj.position; } else if(!Input.GetMouseButton(0)){ if (Input.mousePosition.x <= Screen.width && Input.mousePosition.x >= Screen.width - 60) { cameraFather.transform.Translate (new Vector3(1,0,0)*cameraSpeed*Time .deltaTime); }else if(Input.mousePosition.x >= 0 && Input.mousePosition.x <= 60){ cameraFather.transform.Translate (new Vector3(1,0,0)*-cameraSpeed*Time .deltaTime); } if(Input.mousePosition.y >= 0 && Input.mousePosition.y <= 60){ cameraFather.transform.Translate (new Vector3(0,0,1)*-cameraSpeed*Time .deltaTime); }else if(Input.mousePosition.y >= Screen.height-60 && Input.mousePosition.y <= Screen.height){ cameraFather.transform.Translate (new Vector3(0,0,1)*cameraSpeed*Time .deltaTime); } } currentSacale = 0; //transform.LookAt (camerachild.position); Vector3 mouseDelta = Input.mousePosition - lastMousePosition; lastMousePosition = Input.mousePosition; if (Input.GetMouseButton(0)) { fCurrentRotation.y += mouseDelta.x * rotatespeed * Time.deltaTime; currentRotation.x += mouseDelta.y * rotatespeed * Time.deltaTime; currentRotation.y += mouseDelta.x * rotatespeed * Time.deltaTime; } currentSacale = Input.mouseScrollDelta.y * scalespeed * Time.deltaTime; if(currentSacale != 0) currentSacale = Mathf.Clamp(currentSacale,min,max); Debug.Log (currentSacale); transform.position = target.position; cameraFather.transform.eulerAngles = fCurrentRotation; transform.eulerAngles = currentRotation; transform.Translate (new Vector3(0,0,currentSacale)); } }
1.創建一個空物體,將它(GameObject)拉到攝像機要觀察的對象文件夾里面,對象就是類似英雄聯盟的英雄。
2.將Transform欄的Position清0;
3.再將空物體拉出來放到與攝像機文件夾下,將Transform欄的Rotation清0;
4.將空物體拉出來到攝像機文件夾同層,將空物體Transform欄的Rotation的 X 清0;
5.將攝像機拉到空物體文件夾下。
6.把NewCamera.cs 添加到攝像機。
7.將空物體拉到CameraFather選項,將攝像機拉到Target,Rotateseed是旋轉速度,自己輸入一個正數,Scalespeed滾軸帶動攝像機移動速度,Min和Max都是Scalespeed的大小限制,Min一般是負值,Max一般取正值。(小於取Min值大於取Max值)。把觀察的對象拉到Obj選項。Cameraspeed是鼠標靠近屏幕邊緣的移動速度。
按鍵說明
按Space(空格)鍵鎖定視角
按住鼠標左鍵拖動旋轉視角
滾軸改變攝像機和物體距離