廢話不多說,直接上代碼 —— 將下面的代碼賦給所需要控制的物體上即可。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseControlModel : MonoBehaviour
{
//旋轉最大角度
public int yMinLimit = -20;
public int yMaxLimit = 80;
//旋轉速度
public float xSpeed = 250.0f;
public float ySpeed = 120.0f;
//旋轉角度
private float x = 0.0f;
private float y = 0.0f;
void Update()
{
if (Input.GetMouseButton(0))
{
//將屏幕坐標轉化為世界坐標 ScreenToWorldPoint函數的z軸不能為0,不然返回攝像機的位置,而Input.mousePosition的z軸為0
//z軸設成10的原因是攝像機坐標是(0,0,-10),而物體的坐標是(0,0,0),所以加上10,正好是轉化后物體跟攝像機的距離
Vector3 temp = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10));
transform.position = temp;
}
else if (Input.GetMouseButton(1))
{
//Input.GetAxis("MouseX")獲取鼠標移動的X軸的距離
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
//歐拉角轉化為四元數
Quaternion rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//鼠標滾動滑輪 值就會變化
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
//范圍值限定
if (Camera.main.fieldOfView <= 100)
Camera.main.fieldOfView += 2;
if (Camera.main.orthographicSize <= 20)
Camera.main.orthographicSize += 0.5F;
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
//范圍值限定
if (Camera.main.fieldOfView > 2)
Camera.main.fieldOfView -= 2;
if (Camera.main.orthographicSize >= 1)
Camera.main.orthographicSize -= 0.5F;
}
}
}
//角度范圍值限定
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}