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Unity fps旋转相机

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在我的游戏中,我有一个相机,我希望有一个FPS像旋转附加到这台相机 .

因此,如果我将光标移到左侧,我希望我的凸轮向左旋转 . 如果我向上移动光标,那么凸轮应该向上看,等等 .

我目前部分工作 . 我可以向左,向右,向上和向下看 . 当我向下看,然后左右移动光标时,会出现问题 . 然后它给我一个“滚动”效果 .

观看此视频,看看我的意思:http://www.screencast.com/t/Phedh8H0K13

显然,当我向下看时,我仍然希望有一种“偏航”效果,而不是“滚动”效果 . 任何人都知道如何做到这一点?这是我到目前为止:

// Update is called once per frame
public override void update ()
{
    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );

    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );

    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}

1 回答

  • 11

    我刚刚在这个主题中找到了答案:

    http://forum.unity3d.com/threads/109250-Looking-with-the-Mouse?highlight=person+camera


    该主题的代码:

    C#单声道代码:

    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 ()
        {
            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);
            }
        }
    
        void Start ()
        {
        //if(!networkView.isMine)
            //enabled = false;
    
            // Make the rigid body not change rotation
            //if (rigidbody)
                //rigidbody.freezeRotation = true;
        }
    }
    

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