![](/img/trans.png)
[英]Unity. Attempting fake internal ship gravity. Rigid body children of rotating object keep sliding around
[英]Unity. How to create a rotating camera around an object with the change of this object
我想围绕目标 object 在 map 上制作一个旋转相机,第一点我做到了。 单击另一个我也想检查的 object 后,我的相机移动和旋转不是围绕 object,而是围绕其他点。 如何指向一个 object 我希望相机用鼠标围绕它旋转
LabsManager lab;
public Transform lookCentre;
public Transform lookZRU;
public Vector3 offset;
public float sensitivity; // чувствительность мышки
public float limit; // ограничение вращения по Y
public float zoom; // чувствительность при увеличении, колесиком мышки
public float zoomMax; // макс. увеличение
public float zoomMin; // мин. увеличение
private float X, Y;
bool activeTarget;
void Start()
{
GameObject activ = GameObject.Find("LabsManager");
lab = activ.GetComponent<LabsManager>();
activeTarget = false;
}
void Update()
{
if (lab.LabName == "Осмотр")
{
if (activeTarget == false)
{
CameraPosition(lookCentre);
MouseLook();
}
LookZRU();
}
}
void CameraPosition(Transform target)
{
if (activeTarget == false)
{
transform.position = transform.localRotation * offset + target.position;
}
MouseLook();
}
void MouseLook()
{
if (Input.GetAxis("Mouse ScrollWheel") > 0) offset.z += zoom;
else if (Input.GetAxis("Mouse ScrollWheel") < 0) offset.z -= zoom;
offset.z = Mathf.Clamp(offset.z, -Mathf.Abs(zoomMax), -Mathf.Abs(zoomMin));
if (Input.GetMouseButton(1))
{
X = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivity;
}
if (Input.GetMouseButton(0))
{
Y += Input.GetAxis("Mouse Y") * sensitivity;
}
Y = Mathf.Clamp(Y, -limit, limit);
transform.localEulerAngles = new Vector3(-Y, X, 0);
}
void LookZRU()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.collider.gameObject.GetComponent<SelectZRU>())
{
Debug.Log(gameObject.name + " бла бла");
if (Input.GetKeyDown(KeyCode.R))
{
activeTarget = true;
CameraPosition(lookZRU);
}
}
}
if (activeTarget == true)
{
MouseLook();
}
}
您可以使用旋转,只需用您新点击的 object position 更新“obj”值。
Vector3 obj = target.transform.position; //change this
transform.RotateAround(obj, Vector3.up, 20 * Time.deltaTime);
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.