unity实现摄像机绕某点旋转⼀周在Update函数中执⾏:
if (turnAround)
{
playerCamera.RotateAround(transform.localPosition, transform.up, Time.deltaTime * rotateSpeed);
degree += Time.deltaTime * rotateSpeed;
if (degree >= 360)
{
turnAround = fal;
degree = 0;
}
}
补充:unity 摄像机围绕某个物体进⾏旋转放⼤缩⼩
脚本通过以⼀个物体为中⼼点
来控制摄像机围绕物体旋转缩放,脚本挂在摄像机上即可,target是需要观看的物体
public Transform Camera2;
public GameObject target;
private float dis;
public float xSpeed = 200, ySpeed = 200, mSpeed = 10; //移动速度
revolve
public float yMinLimit = -50, yMaxLimit = 50; //摄像机的Y轴移动最⼩最⼤限制
public float distance = 7, minDistance = 2, maxDistance = 30; //摄像机与⽬标物体的距离
public bool needDamping = true; //阻尼默认开启
rain cats and dogsfloat damping = 5.0f; //默认阻尼为5.0F
understand是什么意思
西班牙语翻译公司
public float x = 0.0f; //X轴
public float y = 0.0f; //Y轴
// U this for initialization
void Start() {
instance = this;
Camr = Camera2Rotation.Clo;
Vector3 angles = transform.eulerAngles;
budux = angles.y;
y = angles.x;
}
private void Update()
spurt{
}
void LateUpdate()
{
//使⽤按下⿏标左键移动物体
if (Input.GetMouButton(1))
{
x += Input.GetAxis("Mou X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mou Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mou ScrollWheel") * mSpeed;
四级阅读多少分
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
推荐一本书 五年级Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + ansform.position;
//adjust the camera
if (needDamping)
{
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
el
{
transform.position = position;
}
}
/// <summary>
childrens day
/// 旋转⾓度的控制
/// </summary>
/// <param name="angle">旋转的⾓度</param>
/// <param name="min">最⼩⾓度</param>
/
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// <param name="max">最⼤⾓度</param>
/// <returns></returns>
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
void MoveCameraToTarget()
{
if (target != null)
{
Camera2.ansform);
Camera2.position = Vector3.MoveTowards(Camera2.position, ansform.position, 5 * Time.deltaTime);
dis = Vector3.ansform.position, ansform.position);
if (dis < 1.5f)
{
Camr = Camera2Rotation.Open;
CancelInvoke();
}
}
}
以上为个⼈经验,希望能给⼤家⼀个参考,也希望⼤家多多⽀持。如有错误或未考虑完全的地⽅,望不吝赐教。