Unity fps旋转相机

本文关键字:相机 旋转 fps Unity | 更新日期: 2023-09-27 18:17:34

在我的游戏中,我有一个摄像机,我想在这个摄像机上附加一个FPS,比如旋转。

如果我把光标移到左边,我想让我的凸轮向左旋转。如果我向上移动光标,那么凸轮就应该向上看,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,就会出现这个问题。然后它给了我一个"滚动"的效果。

看看这个视频,看看我到底是什么意思:http://www.screencast.com/t/Phedh8H0K13

显然,当我往下看时,我仍然希望有一个"偏航"效果,而不是"滚动"效果。有人知道怎么做吗?这是我目前所看到的:

// 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 );
}

Unity fps旋转相机

我刚刚找到了这个话题的答案:

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


该主题的代码:

c# Mono code:

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;
    }
}

简单的脚本,不确定它是否适用于您,不妨试试

using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
public class mouse_lookat : MonoBehaviour
{
    public float mouseSensitivity = 100f;
    public Transform playerBody;
    float xRotation = 0f;
    // Start is called before the first frame update
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
    }
    // Update is called once per frame
    void Update()
    {
        float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
        transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
        playerBody.Rotate(Vector3.up * mouseX);
    }
}
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
    [SerializeField] private Transform _head;
    [SerializeField] private float _sensitivity;
    [SerializeField] private bool _invertVertical;
    private void Update()
    {
        var deltaMouse = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y");
        
        Vector2 deltaRotation = deltaMouse * _sensitivity;
        deltaRotation.y *= _invertVertical ? 1.0f : -1.0f;
        float pitchAngle = _head.localEulerAngles.x;
        
        // turns 270 deg into -90, etc
        if (pitchAngle > 180)
            pitchAngle -= 360;
        pitchAngle = Mathf.Clamp(pitchAngle + deltaRotation.y, -90.0f, 90.0f);
        transform.Rotate(Vector3.up, deltaRotation.x);
        _head.localRotation = Quaternion.Euler(pitchAngle, 0.0f, 0.0f);
    }
}

我为我的FPS项目创建了2个脚本,它们可以完美地用于我的移动(目前还没有添加跳跃机制),而且看起来你过于复杂了许多可以非常简单和直接的事情。我也是新的编码,所以请纠正我,如果我错了这里我的代码

//这是在播放器脚本中,我把它放在相机和播放器精灵的空父对象上

public class player : MonoBehaviour
{
    [Header("player Movement")]
    [SerializeField] float moveSpeed = 5f;
    [SerializeField] public float mouseSensitivity = 5f;
    
    Rigidbody rigidBody;
   
    // Use this for initialization
    void Start()
    {
        
    }
 void Update()
    {
        Move();
       
    }

    private void Move()
    {
        transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime);
        transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime);
        transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * mouseSensitivity);
    }

//这是我放在相机上的相机运动脚本(也将使用这个脚本添加一个功能,从第一人称到第三人称的某些能力)

{
    player player;
    // Use this for initialization
    void Start()
    {
        player = FindObjectOfType<player>();
    }
    // Update is called once per frame
    void Update()
    {
        MoveView();
    }
    private void MoveView()
    {
        transform.Rotate(Vector3.left * Input.GetAxis("Mouse Y") * player.mouseSensitivity);
    }
}