7. 通过鼠标右键改变视角
通过 改变 鼠标 右键 视角
2023-09-11 14:15:07 时间
修改MouseLook.cs中代码,添加红色部分的代码,可以实现持续按住鼠标右键才改变视角
MouseLook.cs
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() { //是否按下鼠标右键 if (Input.GetMouseButton(1)) 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); } else ; } void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } }
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