如何在Unity3D中夹紧相机
本文关键字:相机 Unity3D | 更新日期: 2023-09-27 18:11:25
我的代码不工作,我正试图夹紧相机,但它不工作。如何夹紧相机?
using UnityEngine;
using System.Collections;
public class MoveCamera : MonoBehaviour
{
public float sensitivity = 4.0f;
private Vector3 mouseOrigin;
private bool isRotating;
private float speed = 2.0f;
private float minX = -45.0f;
private float maxX = 45.0f;
private float minY = -10.0f;
private float maxY = 10.0f;
float rotationY = 0.0f;
float rotationX = 0.0f;
void Update ()
{
if (Input.GetMouseButtonDown (0)) {
mouseOrigin = Input.mousePosition;
isRotating = true;
}
if (!Input.GetMouseButton (0))
isRotating = false;
if (isRotating) {
Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
rotationY = Mathf.Clamp (rotationY, minY, maxY);
rotationX = Mathf.Clamp (rotationX, minX, maxX);
transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
}
}
}
您忘记在旋转后从变换中获取rotationX和rotationY的值。试试这个:
if (isRotating) {
Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
rotationY = Mathf.Clamp (transform.localEulerAngles.y, minY, maxY);
rotationX = Mathf.Clamp (transform.localEulerAngles.x, minX, maxX);
transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
}
Mathf.Clamp
public static float Clamp(float value, float min, float max) {
if (value < min) {
value = min;
} else if (value > max) {
value = max;
}
return value;
}
的代码
如果你不确定一个调用在。net (Unity/Mono/etc)中是如何工作的,可以使用IL反向工具,如(EXTERNAL LINK)ILSPY。
根据你发布的代码和理解Mathf.Clamp
应该按预期工作,问题很可能在你的代码中,至少在一个点上,例如:
rotationY = Mathf.Clamp (rotationX, minY, maxY); //note it's rotation "X" instead of "Y"
rotationX = Mathf.Clamp (rotationX, minX, maxX);
如果这仍然没有解决问题,使用Debug.Log
来查看变量值,以找到您犯错误的地方。
如果你不能这样整理,你会清楚地知道你到底不能做什么,然后可以发布一个更清晰的问题,并期望得到一个清晰的答案。
希望这对你有帮助!
好的,所以我修复了它。这里是完整的代码。
using UnityEngine;
using System.Collections;
public class MoveCamera : MonoBehaviour
{
public float sensitivity = 4.0f;
private Vector3 mouseOrigin;
private bool isRotating;
public GameObject cam;
void Start()
{
}
protected float ClampAngle(float angle, float min, float max) {
angle = NormalizeAngle(angle);
if (angle > 180) {
angle -= 360;
} else if (angle < -180) {
angle += 360;
}
min = NormalizeAngle(min);
if (min > 180) {
min -= 360;
} else if (min < -180) {
min += 360;
}
max = NormalizeAngle(max);
if (max > 180) {
max -= 360;
} else if (max < -180) {
max += 360;
}
return Mathf.Clamp(angle, min, max);
}
protected float NormalizeAngle(float angle) {
while (angle > 360)
angle -= 360;
while (angle < 0)
angle += 360;
return angle;
}
void Update ()
{
if (Input.GetMouseButtonDown (0)) {
mouseOrigin = Input.mousePosition;
isRotating = true;
}
if (!Input.GetMouseButton (0))
isRotating = false;
if (isRotating) {
cam.transform.localEulerAngles = new Vector3(0, ClampAngle(cam.transform.localEulerAngles.y, -45, 45), 0);
Vector3 pos = Camera.main.ScreenToViewportPoint (Input.mousePosition - mouseOrigin);
transform.RotateAround (transform.position, transform.right, -pos.y * sensitivity);
transform.RotateAround (transform.position, Vector3.up, pos.x * sensitivity);
}
}
}