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用键盘“上-下-左-右”四个建实现unity中camera的“前进-后退-左转-右转”的功能。此处只是考虑了水平方向上的移动,(如果涉及到垂直方向那岂不是可以上天入地,不太实际。)但如果要实现垂直就要用到高中数学的稍稍复杂的三维计算了,以后有时间再补吧。
感觉三维图不太好画,所以就不讲解原理了。直接上代码。
新建一个名为CameraController的cs文件:
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class CameraController : MonoBehaviour
- {
- public float speed_angel;//转弯的角速度
- public float speed_move;//前进-后退速度
- private Vector3 vr;//辅助计算的一个向量
- private Vector3 rota;//可以不用的,就是记录当前rotation
- private Vector3 v;//一个有三维方向的矢量速度
- // Start is called before the first frame update
- void Start()
- {
- //初始化,不在定义的时候初始化主要是因为不懂unity的实时更新机制
- speed_angel = 5.0f;
- speed_move = 1.0f;
- vr = new Vector3(0, 1.0f, 0);
- rota = new Vector3(0, 0, 0);
- v = new Vector3(0, 0, 1);
-
- transform.rotation = Quaternion.Euler(rota);
- }
-
- // Update is called once per frame
- void Update()
- {
- //获取左-右键按下的时长,就是左右转的角度
- float righ = Input.GetAxis("Horizontal") * speed_angel;
- //获取上-下键按下的时长,就是前进后退的距离
- float forward = Input.GetAxis("Vertical") * speed_move;
-
- //物体进行旋转操作
- transform.Rotate(vr*righ);
-
- //速度方向进行改变
- v.z = Mathf.Cos(rota.y/180);
- v.x = Mathf.Sin(rota.y/180);
-
- //前进后退移动
- Vector3 move = v * forward;
- transform.Translate(move);
- }
-
-
- }
把这个CameraController.cs挂载到main camera下就行了。
补上一个可以鼠标控制改变视角的:
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class CameraController : MonoBehaviour
- {
- public float speed_angel = 5.0f;
- public float speed_move = 2.0f;
- private float aup=0.0f;
- private Vector3 vr = new Vector3(0,1.0f,0);
- private Vector3 rota = new Vector3(0, 0, 0);
- private Vector3 v = new Vector3(0, 0, 1);
- private float PI = Mathf.Acos(-1.0f);
- // Start is called before the first frame update
- void Start()
- {
- speed_angel = 5.0f;
- speed_move = 1.0f;
- vr = new Vector3(0, 1.0f, 0);
- rota = new Vector3(0, 0, 0);
- v = new Vector3(0, 0, 1);
-
- transform.rotation = Quaternion.Euler(rota);
- }
-
- // Update is called once per frame
- void Update()
- {
- float righ = Input.GetAxis("Horizontal") * speed_angel;
- float forward = Input.GetAxis("Vertical") * speed_move;
- float up = 0;
- if (Input.GetKey(KeyCode.Mouse0))
- {
- float horizontalSpeed = 2.0f;
- float verticalSpeed = 2.0f;
- float v = horizontalSpeed * Input.GetAxis("Mouse X") * speed_angel;
- up = verticalSpeed * Input.GetAxis("Mouse Y");
- aup += up;
- aup = (aup > 80 ? 80 : aup);
- aup = (aup < -80 ? -80 : aup);
- righ -= v;
- }
- transform.Rotate(vr*righ);
- rota.y+=vr.y*righ;
-
- v.z = Mathf.Cos(aup/180*PI);
- v.y = Mathf.Sin(aup/180*PI);
-
- transform.rotation = Quaternion.Euler(new Vector3(aup, rota.y, 0.0f));
- rota = new Vector3(aup, rota.y, 0.0f);
-
- Vector3 move = v * forward;
- transform.Translate(move);
- }
-
-
- }
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