1.导入unity自带的Character Controllers包
2.可以看到First Person Controller组件的构成
Mouse Look() : 随鼠标的移动而使所属物体发生旋转
FPSInput Controller() : 控制物体的移动
3.同样的,我们为自己的模型添加以上四个组件
其中Mouse Look() 中的Axes属性,是调整围绕的旋转轴
所谓第一人称就是,鼠标左右晃动则模型以X为轴进行旋转
鼠标上下晃动则模型的腰关节以Z轴进行旋转
4.找到模型的腰关节,同样添加Mouse Look(),Axes的值为Y,修改Mouse Look()
1 using UnityEngine; 2 using System.Collections; 3 4 /// MouseLook rotates the transform based on the mouse delta. 5 /// Minimum and Maximum values can be used to constrain the possible rotation 6 7 /// To make an FPS style character: 8 /// - Create a capsule. 9 /// - Add the MouseLook script to the capsule. 10 /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) 11 /// - Add FPSInputController script to the capsule 12 /// -> A CharacterMotor and a CharacterController component will be automatically added. 13 14 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform. 15 /// - Add a MouseLook script to the camera. 16 /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) 17 [AddComponentMenu("Camera-Control/Mouse Look")] 18 public class MouseLook : MonoBehaviour { 19 20 public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } 21 public RotationAxes axes = RotationAxes.MouseXAndY; 22 public float sensitivityX = 15F; 23 public float sensitivityY = 15F; 24 25 public float minimumX = -360F; 26 public float maximumX = 360F; 27 28 public float minimumY = -60F; 29 public float maximumY = 60F; 30 31 private Vector3 eulerAngles; 32 33 float rotationY = 0F; 34 35 void LateUpdate () 36 { 37 if (axes == RotationAxes.MouseXAndY) 38 { 39 float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; 40 41 rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 42 rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 43 44 transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); 45 } 46 else if (axes == RotationAxes.MouseX) 47 { 48 transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); 49 } 50 else 51 { 52 rotationY += Input.GetAxis("Mouse Y") * sensitivityY; 53 rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); 54 //----------********使Z轴旋转相应的鼠标偏移********----------// 55 transform.localEulerAngles = new Vector3(eulerAngles.x,eulerAngles.y,eulerAngles.z + rotationY); 56 } 57 } 58 59 void Start () 60 { 61 // Make the rigid body not change rotation 62 if (GetComponent<Rigidbody>()) 63 GetComponent<Rigidbody>().freezeRotation = true; 64 //----------********获得初始的旋转********----------// 65 eulerAngles = transform.localEulerAngles; 66 } 67 }
上面代码中,值得注意的是LateUpdate(),原始的为Update(),因为模型默认会有动画在不停播放,
那么播放动画的Update()也会调用模型全身的骨骼,那么就会产生冲突,也就使腰部无法上下旋转。
所以将Update()改为LateUpdate(),后于动画播放的调用,即可。
此时就可以将Main camera添加在模型腰部组件下
模型的左右旋转、观察上下的视野就完成了。