using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//用于观察四周的脚本,赋给摄像机
public class mouselook : MonoBehaviour {
public enum RotationAxes
{
MouseXandY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXandY;
public float sensitivityHor = 9.0f;
public float sensivityVert = 9.0f;
public float minimumVert = -45.0f;
public float maximumVert = 45.0f;
private float _rotationX = 0;
void Start () {
Rigidbody body = GetComponent<Rigidbody>();
if (body != null)
body.freezeRotation = true;
}
// Update is called once per frame
void Update () {
if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis ("MouseX") * sensitivityHor, 0);
}
else if (axes == RotationAxes.MouseY)
{
_rotationX -= Input.GetAxis("MouseY") * sensivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float rotationY = transform.localEulerAngles.y;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
else
{
_rotationX -= Input.GetAxis("MouseY") * sensivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float delta = Input.GetAxis("MouseX") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
}
}
using System.Collections.Generic;
using UnityEngine;
//用于观察四周的脚本,赋给摄像机
public class mouselook : MonoBehaviour {
public enum RotationAxes
{
MouseXandY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXandY;
public float sensitivityHor = 9.0f;
public float sensivityVert = 9.0f;
public float minimumVert = -45.0f;
public float maximumVert = 45.0f;
private float _rotationX = 0;
void Start () {
Rigidbody body = GetComponent<Rigidbody>();
if (body != null)
body.freezeRotation = true;
}
// Update is called once per frame
void Update () {
if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis ("MouseX") * sensitivityHor, 0);
}
else if (axes == RotationAxes.MouseY)
{
_rotationX -= Input.GetAxis("MouseY") * sensivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float rotationY = transform.localEulerAngles.y;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
else
{
_rotationX -= Input.GetAxis("MouseY") * sensivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float delta = Input.GetAxis("MouseX") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
}
}