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统一。 如何通过更改此 object 创建围绕 object 的旋转相机

[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);

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