Unity fps rotation camera

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情深已故
情深已故 2021-02-05 15:45

In my game I have a camera and I want to have an FPS like rotation attached to this camera.

So if I move my cursor to the left, I want my cam to rotate to the left. If I

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  •  北荒
    北荒 (楼主)
    2021-02-05 16:31

    I just found my answer in this topic:

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


    The code from that topic:

    C# Mono code:

    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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