物體旋轉可以選擇歐拉角或者四元素進行,我這裏爲了旋轉平滑用了四元素的Quaternion.Slerp方法,但是如果上下左右旋轉同時作用在相機上,旋轉的時候會出現傾斜.爲了解決這個問題我給相機添加一個父物體,父物體控制水平旋轉,相機控制垂直旋轉.
在場景中創建一個相機父物體,相機的位置和旋轉默認歸零.完整代碼如下:
public float XSensitivity = 2f;
public float YSensitivity = 2f;
//是否平滑
public bool smooth;
//平滑參數
public float smoothTime = 5f;
//相機父物體
private Quaternion targetRot;
//相機
private Quaternion cameraRot;
private void Start()
{
targetRot = transform.parent.localRotation;
cameraRot = transform.localRotation;
}
private void Update()
{
//按下右鍵旋轉
if (!Input.GetMouseButton(1)) return;
LookRotation();
}
public void LookRotation()
{
float yRot = Input.GetAxis("Mouse X") * XSensitivity;
float xRot = Input.GetAxis("Mouse Y") * YSensitivity;
targetRot *= Quaternion.Euler(0f, yRot, 0f);
cameraRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (smooth)
{
transform.parent.localRotation = Quaternion.Slerp(transform.parent.localRotation, targetRot, smoothTime * Time.deltaTime);
transform.localRotation = Quaternion.Slerp(transform.localRotation, cameraRot, smoothTime * Time.deltaTime);
}
else
{
transform.parent.localRotation = targetRot;
transform.localRotation = cameraRot;
}
}
把腳本拖拽到相機上即可.