[英]How can I fix my mouse not rotation the camera on the X axis?
所以我的问题是我的可控第一人称相机,它目前只是一个带有碰撞器、角色控制器和这个脚本的相机。 当我进入游戏时,昆虫中的MouseX值发生了变化,但相机本身似乎被锁定了,我只能上下移动它。 这只是一小部分主要代码,但我认为它包含的内容足以说明问题。
[SerializeField]
private Camera m_Camera;
[SerializeField]
private CharacterController m_CharacterController;
[SerializeField]
private float m_MouseX;
[SerializeField]
private float m_MouseY;
void Update()
{
Rotate();
Movement();
}
private void Rotate()
{
// Receive mouse input and modifies
m_MouseX += Input.GetAxis("Mouse X") * m_LookSensitivity;
m_MouseY += Input.GetAxis("Mouse Y") * m_LookSensitivity;
// Keep mouseY between -90 and +90
m_MouseY = Mathf.Clamp(m_MouseY, -90.0f, 90.0f);
// Rotate the player object around the y-axis
transform.localRotation = Quaternion.Euler(Vector3.up * m_MouseX);
// Rotate the camera around the x-axis
m_Camera.transform.localRotation = Quaternion.Euler(Vector3.left * m_MouseY);
}
如果您使用 transform.Rotate() 方法而不是修改四元数进行旋转,您会工作得更好,例如:
private void Rotate()
{
// Receive mouse input and modifies
m_MouseX += Input.GetAxis("Mouse X") * m_LookSensitivity;
m_MouseY += Input.GetAxis("Mouse Y") * m_LookSensitivity;
// Rotate the player object around the y-axis
transform.Rotate(Vector3.up * m_MouseX);
// Rotate the camera around the x-axis
m_Camera.transform.Rotate(Vector3.left * m_MouseY);
}
如果您想将相机的最大角度限制在 (-90, 90),您可以将 m_MouseY 累积到另一个变量上,并且仅当该变量在正确的 inverval 范围内时才以单向 (+/-) 旋转,例如:
totalY += m_MouseY;
if (totalY < 90 && m_MouseY > 0)
m_Camera.transform.Rotate(Vector3.left * m_MouseY);
if (totalY > -90 && m_MouseY < 0)
m_Camera.transform.Rotate(Vector3.left * m_MouseY);
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