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[脚本] Unity3D按住鼠标键才转动摄像机的方法

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发表于 2012-8-11 11:15 | 显示全部楼层 |阅读模式
[code=javascript]
获取鼠标3个键的响应如下:
鼠标左键GetMouseButton(0)
鼠标右键GetMouseButton(1)
鼠标中键GetMouseButton(2)


只要在MouseLook.cs中的Update()的相应位置加上Input.GetMouseButton(1)就可以了。

以下为全部内容

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 a rigid body to the 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 FPSWalker script to the capsule

/// - 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 rotationX = 0F;
float rotationY = 0F;

Quaternion originalRotation;

void Update ()
{
  if(Input.GetMouseButton(0))
   {
    if (axes == RotationAxes.MouseXAndY)
    {
    // Read the mouse input axis
    rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

    rotationX = ClampAngle (rotationX, minimumX, maximumX);
    rotationY = ClampAngle (rotationY, minimumY, maximumY);
   
    Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
    Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
   
    transform.localRotation = originalRotation * xQuaternion * yQuaternion;
     }
   else if (axes == RotationAxes.MouseX)
   {
    rotationX += Input.GetAxis("Mouse X") * sensitivityX;
    rotationX = ClampAngle (rotationX, minimumX, maximumX);

    Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
    transform.localRotation = originalRotation * xQuaternion;
   }
   else
   {
    rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
    rotationY = ClampAngle (rotationY, minimumY, maximumY);

    Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
    transform.localRotation = originalRotation * yQuaternion;
    }
   }
}

void Start ()
{
   // Make the rigid body not change rotation
   if (rigidbody)
    rigidbody.freezeRotation = true;
   originalRotation = transform.localRotation;
}

public static float ClampAngle (float angle, float min, float max)
{
   if (angle < -360F)
    angle += 360F;
   if (angle > 360F)
    angle -= 360F;
   return Mathf.Clamp (angle, min, max);
}
}


[/code]
发表于 2017-2-16 17:49 | 显示全部楼层
好帖就是要顶
发表于 2017-2-16 18:24 | 显示全部楼层
真心顶
发表于 2017-2-16 17:34 | 显示全部楼层
说的非常好
发表于 2017-2-16 17:48 | 显示全部楼层
不错不错
发表于 2017-2-16 17:47 | 显示全部楼层
LZ真是人才
发表于 2017-12-11 10:18 | 显示全部楼层
楼主是超人
发表于 2017-12-11 09:25 | 显示全部楼层
好帖就是要顶
发表于 2017-12-11 09:44 | 显示全部楼层
难得一见的好帖
发表于 2017-12-11 10:21 | 显示全部楼层
很好哦
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