Unity鼠标控制相机上下左右环视360度旋转(Quaternion.AngleAxis)
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Unity鼠标控制相机上下左右环视360度旋转(Quaternion.AngleAxis)
小編覺得挺不錯的,現在分享給大家,幫大家做個參考.
之前實現的是相機的360度旋轉,用的是LocalEulerAngle,這一篇文章實現用的是Quaternion.AngleAxis,這個方法將繞某個軸旋轉的角度轉為四元數
目前的四元數=初始的四元數*繞X軸轉的四元數*繞Y軸轉的四元數
?理解也比較好理解,就是繞某個軸旋轉的角度,轉換為四元數,然后將轉換后的四元數*初始的四元數=最新的四元數
using UnityEngine;using System.Collections; using System.Collections.Generic;public class SmoothMouseLook : MonoBehaviour {public float sensitivity = 4.0f;[HideInInspector]public float sensitivityAmt = 4.0f;//actual sensitivity modified by IronSights Scriptprivate float minimumX = -360f;private float maximumX = 360f;private float minimumY = -85f;private float maximumY = 85f;[HideInInspector]public float rotationX = 0.0f;[HideInInspector]public float rotationY = 0.0f;[HideInInspector]public float inputY = 0.0f;public float smoothSpeed = 0.35f;private Quaternion originalRotation;private Transform myTransform;[HideInInspector]public float recoilX;//non recovering recoil amount managed by WeaponKick function of WeaponBehavior.cs[HideInInspector]public float recoilY;//non recovering recoil amount managed by WeaponKick function of WeaponBehavior.csvoid Start(){ if (rigidbody){rigidbody.freezeRotation = true;}myTransform = transform;//cache transform for efficiencyoriginalRotation = myTransform.localRotation;//sync the initial rotation of the main camera to the y rotation set in editorVector3 tempRotation = new Vector3(0,Camera.main.transform.eulerAngles.y,0);originalRotation.eulerAngles = tempRotation;sensitivityAmt = sensitivity;//initialize sensitivity amount from var set by player// Hide the cursorScreen.showCursor = false;}void Update(){if(Time.timeScale > 0 && Time.deltaTime > 0){//allow pausing by setting timescale to 0//Hide the cursorScreen.lockCursor = true;Screen.showCursor = false;// Read the mouse input axisrotationX += Input.GetAxisRaw("Mouse X") * sensitivityAmt * Time.timeScale;//lower sensitivity at slower time settingsrotationY += Input.GetAxisRaw("Mouse Y") * sensitivityAmt * Time.timeScale;//reset vertical recoilY value if it would exceed maximumY amount if(maximumY - Input.GetAxisRaw("Mouse Y") * sensitivityAmt * Time.timeScale < recoilY){rotationY += recoilY;recoilY = 0.0f; }//reset horizontal recoilX value if it would exceed maximumX amount if(maximumX - Input.GetAxisRaw("Mouse X") * sensitivityAmt * Time.timeScale < recoilX){rotationX += recoilX;recoilX = 0.0f; }rotationX = ClampAngle (rotationX, minimumX, maximumX);rotationY = ClampAngle (rotationY, minimumY - recoilY, maximumY - recoilY);inputY = rotationY + recoilY;//set public inputY value for use in other scriptsQuaternion xQuaternion = Quaternion.AngleAxis (rotationX + recoilX, Vector3.up);Quaternion yQuaternion = Quaternion.AngleAxis (rotationY + recoilY, -Vector3.right);//smooth the mouse inputmyTransform.rotation = Quaternion.Slerp(myTransform.rotation , originalRotation * xQuaternion * yQuaternion, smoothSpeed * Time.smoothDeltaTime * 60 / Time.timeScale);//lock mouselook roll to prevent gun rotating with fast mouse movementsmyTransform.rotation = Quaternion.Euler(myTransform.rotation.eulerAngles.x, myTransform.rotation.eulerAngles.y, 0.0f);}else{//Show the cursorScreen.lockCursor = false;Screen.showCursor = true; }}//function used to limit anglespublic static float ClampAngle (float angle, float min, float max){angle = angle % 360;if((angle >= -360F) && (angle <= 360F)){if(angle < -360F){angle += 360F;}if(angle > 360F){angle -= 360F;} }return Mathf.Clamp (angle, min, max);}}
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