unity3d - unity fps 旋转相机

标签 unity3d

在我的游戏中,我有一个相机,我想在这个相机上附加一个像旋转一样的 FPS。

因此,如果我将光标向左移动,我希望我的凸轮向左旋转。如果我向上移动光标,那么凸轮应该向上看,等等。

我目前有它部分工作。我可以左右看,上下看。当我向下看然后左右移动光标时会出现问题。然后它给了我一个“滚动”效果。

观看此视频以确切了解我的意思:
http://www.screencast.com/t/Phedh8H0K13

显然,当我往下看时,我仍然想要“偏航”效果而不是“滚动”效果。任何人都知道如何做到这一点?这是我到目前为止:

// Update is called once per frame
public override void update ()
{
    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityRoll * Input.GetAxis("Vertical"), Vector3.forward );

    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityYaw * Input.GetAxis("Mouse X"), Vector3.up );

    this.camera.transform.rotation *= 
        Quaternion.AngleAxis( Time.deltaTime * sensitivityPitch * Input.GetAxis("Mouse Y"), Vector3.left );
}

最佳答案

我刚刚在这个主题中找到了我的答案:

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

该主题的代码:

C# 单声道代码:

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;
    }
}

关于unity3d - unity fps 旋转相机,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8465323/

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