在我的游戏中,我有一个摄像头,我希望将 FPS 之类的旋转附加到该摄像头上。
因此,如果我将光标向左移动,我希望凸轮向左旋转。如果我向上移动光标,那么凸轮应该向上看,等等。
我目前已经部分工作。我可以左看、右看、上看、下看。当我向下看然后左右移动光标时会出现问题。然后它给我一个“滚动”效果。
请观看此视频以了解我的意思:http://www.screencast.com/t/Phedh8H0K13 http://www.screencast.com/t/Phedh8H0K13
显然,当我向下看时,我仍然希望有“偏航”效果而不是“滚动”效果。有人知道该怎么做吗?这是我到目前为止所拥有的:
// Update is called once per frame
public override void update ()
{
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );
this.camera.transform.rotation *=
Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}
我刚刚在这个主题中找到了答案:
http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera
该主题的代码:
C# 单声道代码:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
//if(!networkView.isMine)
//enabled = false;
// Make the rigid body not change rotation
//if (rigidbody)
//rigidbody.freezeRotation = true;
}
}
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