fix: 修复了摄像机角度位置初始化错误的问题
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@ -7,15 +7,14 @@ public class CameraBehaviour : MonoBehaviour
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private const int MouseWheelSensitivity = 1; //滚轮灵敏度设置
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private const int MouseZoomMin = 1; //相机距离最小值
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private const int MouseZoomMax = 20; //相机距离最大值
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private const float XSpeed = 250.0f;
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private const float YSpeed = 120.0f;
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private const float XSpeed = 120.0f;
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private const float YSpeed = 250.0f;
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private const int YMinLimit = -360;
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private const int YMaxLimit = 360;
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private float _eulerX; //存储相机的euler角
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private float _eulerY; //存储相机的euler角
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private float _distance = 5; //相机和target之间的距离,因为相机的Z轴总是指向target,也就是相机z轴方向上的距离
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private float _distance; //相机和target之间的距离,因为相机的Z轴总是指向target,也就是相机z轴方向上的距离
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private Vector3 _targetOnScreenPosition; //目标的屏幕坐标,第三个值为z轴距离
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private Quaternion _cameraRotation; //存储相机的姿态四元数
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private Vector3 _targetPosition; //target的位置
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@ -31,10 +30,12 @@ private void Start()
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{
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//这里就是设置一下初始的相机视角以及一些其他变量,这里的x和y。。。是和下面getAxis的mouse x与mouse y对应
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var angles = transform.eulerAngles;
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_eulerX = angles.y;
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_eulerY = angles.x;
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_targetPosition = target.position;
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_cameraRotation = Quaternion.Euler(_eulerY + 60, _eulerX, 0);
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_eulerX = angles.x;
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_eulerY = angles.y;
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var position = target.position;
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_targetPosition = position;
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_cameraRotation = Quaternion.Euler(_eulerX, _eulerY, 0);
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_distance = Vector3.Distance(position, transform.position);
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// 引入中间变量 提高代码效率
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var transform1 = transform;
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@ -52,12 +53,12 @@ private void Update()
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//鼠标右键旋转功能
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if (Input.GetMouseButton(1))
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{
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_eulerX += Input.GetAxis("Mouse X") * XSpeed * 0.02f;
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_eulerY -= Input.GetAxis("Mouse Y") * YSpeed * 0.02f;
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// 鼠标控制需要反转X、Y轴
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_eulerX += Input.GetAxis("Mouse Y") * XSpeed * 0.02f;
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_eulerX = ClampAngle(_eulerX, YMinLimit, YMaxLimit);
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_eulerY -= Input.GetAxis("Mouse X") * YSpeed * 0.02f;
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_eulerY = ClampAngle(_eulerY, YMinLimit, YMaxLimit);
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_cameraRotation = Quaternion.Euler(_eulerY + 60, _eulerX, 0);
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_cameraRotation = Quaternion.Euler(_eulerX, _eulerY, 0);
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var position = _cameraRotation * new Vector3(0.0f, 0.0f, -_distance) + _targetPosition;
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// 引入中间变量 提高代码效率
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@ -65,7 +66,8 @@ private void Update()
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transform1.rotation = _cameraRotation;
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transform1.position = position;
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}
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else if (Input.GetAxis("Mouse ScrollWheel") != 0) //鼠标滚轮缩放功能
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if (Input.GetAxis("Mouse ScrollWheel") != 0) //鼠标滚轮缩放功能
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{
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if (_distance is >= MouseZoomMin and <= MouseZoomMax)
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{
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@ -406,7 +406,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 963194225}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 1, z: -10}
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m_LocalPosition: {x: -0.3, y: 1.06, z: -8.26}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -2,7 +2,7 @@
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"dependencies": {
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"com.unity.collab-proxy": "1.17.7",
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"com.unity.feature.development": "1.0.1",
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"com.unity.ide.rider": "3.0.16",
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"com.unity.ide.rider": "3.0.18",
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"com.unity.ide.visualstudio": "2.0.16",
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"com.unity.ide.vscode": "1.2.5",
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"com.unity.test-framework": "1.1.31",
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@ -38,7 +38,7 @@
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}
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},
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"com.unity.ide.rider": {
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"version": "3.0.16",
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"version": "3.0.18",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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