• unity第一人称


    using UnityEngine;
    using System.Collections;
    
    public class FirstView : MonoBehaviour {
    
        //方向灵敏度
        public float sensitivityX = 10F; 
        public float sensitivityY = 10F; 
        
        //上下最大视角(Y视角)
        public float minimumY = -60F;
        public float maximumY = 60F;
        
        float rotationY = 0F;
        
        void Update ()
        {
            //根据鼠标移动的快慢(增量), 获得相机左右旋转的角度(处理X)
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
            
            //根据鼠标移动的快慢(增量), 获得相机上下旋转的角度(处理Y)
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            //角度限制. rotationY小于min,返回min. 大于max,返回max. 否则返回value 
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            //总体设置一下相机角度
            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); 
        }
        
        void Start ()
        {
            // Make the rigid body not change rotation
            if (rigidbody)
                rigidbody.freezeRotation = true;
        }
    }

    using UnityEngine;using System.Collections;
    public class FirstView : MonoBehaviour {
    //方向灵敏度public float sensitivityX = 10F; public float sensitivityY = 10F; //上下最大视角(Y视角)public float minimumY = -60F;public float maximumY = 60F;float rotationY = 0F;void Update (){//根据鼠标移动的快慢(增量), 获得相机左右旋转的角度(处理X)float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;//根据鼠标移动的快慢(增量), 获得相机上下旋转的角度(处理Y)rotationY += Input.GetAxis("Mouse Y") * sensitivityY;//角度限制. rotationY小于min,返回min. 大于max,返回max. 否则返回value rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);//总体设置一下相机角度transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); }void Start (){// Make the rigid body not change rotationif (rigidbody)rigidbody.freezeRotation = true;}}

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  • 原文地址:https://www.cnblogs.com/fengdaren/p/8711479.html
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