主要想探討的是如何令攝像機隨鼠標操做進行旋轉和移動,攝像機跟隨的腳本官方就有Example。c#
主要的特色是使用獨立的角度變量,每次處理鼠標移動操做都會建立一個新的Quaternion
用於計算。this
先看Demo。code
public class PlayerControls : MonoBehaviour { public GameObject Player; public float Distance; //public float CameraRepositionSpeed; public float MouseMotionScaleLevel; public bool ReverseAxisY; public float PitchMaximum; public float PitchMinimum; private float _CurrentCameraAngleAroundX; private float _CurrentCameraAngleAroundY; private Vector3 _PositionTarget; // Use this for initialization void Start() { } // Update is called once per frame void Update() { _CurrentCameraAngleAroundX += Input.GetAxis("Mouse Y") * MouseMotionScaleLevel * Time.deltaTime * (ReverseAxisY ? -1 : 1); _CurrentCameraAngleAroundY += Input.GetAxis("Mouse X") * MouseMotionScaleLevel * Time.deltaTime; _CurrentCameraAngleAroundX = Mathf.Clamp(_CurrentCameraAngleAroundX, PitchMinimum, PitchMaximum); _PositionTarget = Player.transform.position + Quaternion.Euler(_CurrentCameraAngleAroundX, _CurrentCameraAngleAroundY, 0) * (-Player.transform.forward * Distance); //transform.position = Vector3.Lerp(transform.position, _PositionTarget, Time.deltaTime * CameraRepositionSpeed); transform.position = _PositionTarget; transform.LookAt(Player.transform); } }
核心在於_CurrentCameraAngleAroundX
和_CurrentCameraAngleAroundY
以及Distance
,這三個變量共同決定了以玩家Player
爲原點的極座標系下攝像機所處的空間位置。orm
計算座標時只須要經過Quaternion.Euler
來取得旋轉四元數,以玩家爲原點衍生一條(0,0,-1)的向量並乘上四元數以旋轉至Player
指向攝像機的方向,最後乘上Distance
,便可獲得攝像機相對玩家的偏移。get
_PositionTarget = Player.transform.position + Quaternion.Euler(_CurrentCameraAngleAroundX, _CurrentCameraAngleAroundY, 0) * (-Player.transform.forward * Distance);
最後只要將攝像機放置在那個位置,而後LookAt
旋轉到z
軸正方向指向玩家就完事兒了。it