这篇文章主要介绍了unity实现摄像机绕某点旋转一周地图场景,具有很好的参考价值unity摄像机旋转,希望对大家有所帮助。一起跟随小编过来看看吧
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 = false; 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 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 float damping = 5.0f; //默认阻尼为5.0F public float x = 0.0f; //X轴 public float y = 0.0f; //Y轴 // Use this for initialization void Start() { instance = this; Camr = Camera2Rotation.Close; Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; } private void Update() { } void LateUpdate() { //使用按下鼠标左键移动物体 if (Input.GetMouseButton(1)) { x += Input.GetAxis("Mouse X") * xSpeed * 0.02f; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; y = ClampAngle(y, yMinLimit, yMaxLimit); } distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed; distance = Mathf.Clamp(distance, minDistance, maxDistance); Quaternion rotation = Quaternion.Euler(y, x, 0.0f); Vector3 disVector = new Vector3(0.0f, 0.0f, -distance); Vector3 position = rotation * disVector + target.transform.position; //adjust the camera if (needDamping) { transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping); transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping); } else { transform.rotation = rotation; transform.position = position; } } ////// 旋转角度的控制 /// /// 旋转的角度 /// 最小角度 /// 最大角度 ///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.LookAt(target.transform); Camera2.position = Vector3.MoveTowards(Camera2.position, target.transform.position, 5 * Time.deltaTime); dis = Vector3.Distance(Camera2.transform.position, target.transform.position); if (dis <1.5f) { Camr = Camera2Rotation.Open; CancelInvoke(); } } }
以上为个人经验unity摄像机旋转,希望能给大家一个参考材质材料,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。
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