unity 實現攝像機繞某點旋轉一周
在Update函數中執行:
if (turnAround) { playerCamera.RotateAround(transform.localPosition, transform.up, Time.deltaTime * rotateSpeed); degree += Time.deltaTime * rotateSpeed; if (degree >= 360) { turnAround = false; degree = 0; } }
補充:unity 攝像機圍繞某個物體進行旋轉放大縮小
腳本通過以一個物體為中心點
來控制攝像機圍繞物體旋轉縮放 ,腳本掛在攝像機上即可,target是需要觀看的物體
public Transform Camera2; public GameObject target; private float dis; public float xSpeed = 200, ySpeed = 200, mSpeed = 10; //移動速度 public float yMinLimit = -50, yMaxLimit = 50; //攝像機的Y軸移動最小最大限制 public float distance = 7, minDistance = 2, maxDistance = 30; //攝像機與目標物體的距離 public bool needDamping = true; //阻尼默認開啟 float damping = 5.0f; //默認阻尼為5.0F public float x = 0.0f; //X軸 public float y = 0.0f; //Y軸 // Use this for initialization void Start() { instance = this; Camr = Camera2Rotation.Close; Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; } private void Update() { } void LateUpdate() { //使用按下鼠標左鍵移動物體 if (Input.GetMouseButton(1)) { x += Input.GetAxis("Mouse X") * xSpeed * 0.02f; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; y = ClampAngle(y, yMinLimit, yMaxLimit); } distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed; distance = Mathf.Clamp(distance, minDistance, maxDistance); Quaternion rotation = Quaternion.Euler(y, x, 0.0f); Vector3 disVector = new Vector3(0.0f, 0.0f, -distance); Vector3 position = rotation * disVector + target.transform.position; //adjust the camera if (needDamping) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping); transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping); } else { transform.rotation = rotation; transform.position = position; } } /// <summary> /// 旋轉角度的控制 /// </summary> /// <param name="angle">旋轉的角度</param> /// <param name="min">最小角度</param> /// <param name="max">最大角度</param> /// <returns></returns> 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); } void MoveCameraToTarget() { if (target != null) { Camera2.LookAt(target.transform); Camera2.position = Vector3.MoveTowards(Camera2.position, target.transform.position, 5 * Time.deltaTime); dis = Vector3.Distance(Camera2.transform.position, target.transform.position); if (dis < 1.5f) { Camr = Camera2Rotation.Open; CancelInvoke(); } } }
以上為個人經驗,希望能給大傢一個參考,也希望大傢多多支持WalkonNet。如有錯誤或未考慮完全的地方,望不吝賜教。
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