第一種,使用Transform 函數 RotateAround。面試
代碼以下:函數
public Transform target;//獲取旋轉目標 private void camerarotate() //攝像機圍繞目標旋轉操做 { transform.RotateAround(target.position, Vector3.up, speed*Time.deltaTime); //攝像機圍繞目標旋轉 var mouse_x = Input.GetAxis("Mouse X");//獲取鼠標X軸移動 var mouse_y = -Input.GetAxis("Mouse Y");//獲取鼠標Y軸移動 if (Input.GetKey(KeyCode.Mouse1)) { transform.Translate(Vector3.left*(mouse_x*15f)*Time.deltaTime); transform.Translate(Vector3.up*(mouse_y*15f)*Time.deltaTime); } if (Input.GetKey(KeyCode.Mouse0)) { transform.RotateAround(target.transform.position, Vector3.up, mouse_x*5); transform.RotateAround(target.transform.position, transform.right, mouse_y*5); } } private void camerazoom() //攝像機滾輪縮放 { if (Input.GetAxis("Mouse ScrollWheel") > 0) transform.Translate(Vector3.forward*0.5f); if (Input.GetAxis("Mouse ScrollWheel") < 0) transform.Translate(Vector3.forward*-0.5f); } 做者:白水SR 連接:https://www.jianshu.com/p/dbd5c82cfb74 來源:簡書 著做權歸做者全部。商業轉載請聯繫做者得到受權,非商業轉載請註明出處。
若是出於某些特殊狀況,好比被面試要求不容許使用RotateAround函數,或者非Unity平臺等等。能夠考慮使用四元數。spa
代碼以下:code
void MyRotateAround(Vector3 center, Vector3 axis, float angle)
{ Vector3 pos = transform.position; Quaternion rot = Quaternion.AngleAxis(angle, axis); Vector3 dir = pos - center; //計算從圓心指向攝像頭的朝向向量 dir = rot * dir; //旋轉此向量 transform.position = center + dir;//移動攝像機位置 var myrot = transform.rotation; //transform.rotation *= Quaternion.Inverse(myrot) * rot *myrot;//設置角度另外一種方法 transform.rotation = rot * myrot; //設置角度 }