镜头移动
public class 镜头移动 : MonoBehaviour {
private Transform cameraTransform;
[SerializeField]private Transform characterTransform;
private Vector3 cameraRotation;
public float MouseSensitivity;
public Vector2 MaxminAngle;
private void Start()
{
//获取组件
cameraTransform = transform;
}
void Update ()
{
MouseSensitivity = 5;
//鼠标控制
var tmp_MouseX = Input.GetAxis("Mouse X");
var tmp_MouseY = Input.GetAxis("Mouse Y");
//鼠标灵敏度
cameraRotation.x -= tmp_MouseY * MouseSensitivity;
cameraRotation.y += tmp_MouseX * MouseSensitivity;
//限制上下看的范围
cameraRotation.x = Mathf.Clamp(cameraRotation.x,-65,65);
//在世界空间中变换的旋转
cameraTransform.rotation = Quaternion.Euler(cameraRotation.x, cameraRotation.y, 0);
characterTransform.rotation = Quaternion.Euler(0, cameraRotation.y, 0);
}
}
人物移动
public class Move : MonoBehaviour
{
public CharacterController controller;
public float speed = 10.0f;
public float gravity = -9.8f;
// Use this for initialization
void Start()
{
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
//Vector3 move = new Vector3(x, 0f, z);// × global movement, we dont want
Vector3 move = transform.right * x + transform.forward * z;// move along the local coordinates right and forward
controller.Move(move * speed * Time.deltaTime);
}
标签:镜头,float,MouseSensitivity,private,Unity,cameraRotation,Input,漫游,public
From: https://www.cnblogs.com/zhiaguai/p/17471875.html