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unity第一人稱

euler 獲得 mono star art sys log gin upd

using UnityEngine;
using System.Collections;

public class FirstView : MonoBehaviour {

    //方向靈敏度
    public float sensitivityX = 10F; 
    public float sensitivityY = 10F; 
    
    //上下最大視角(Y視角)
    public float minimumY = -60F;
    public float maximumY = 60F;
    
    float rotationY = 0F;
    
    void
Update () { //根據鼠標移動的快慢(增量), 獲得相機左右旋轉的角度(處理X) float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; //根據鼠標移動的快慢(增量), 獲得相機上下旋轉的角度(處理Y) rotationY += Input.GetAxis("Mouse Y") * sensitivityY; //角度限制. rotationY小於min,返回min. 大於max,返回max. 否則返回value
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); //總體設置一下相機角度 transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation
= true; } }

using UnityEngine;using System.Collections;
public class FirstView : MonoBehaviour {
//方向靈敏度public float sensitivityX = 10F; public float sensitivityY = 10F; //上下最大視角(Y視角)public float minimumY = -60F;public float maximumY = 60F;float rotationY = 0F;void Update (){//根據鼠標移動的快慢(增量), 獲得相機左右旋轉的角度(處理X)float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;//根據鼠標移動的快慢(增量), 獲得相機上下旋轉的角度(處理Y)rotationY += Input.GetAxis("Mouse Y") * sensitivityY;//角度限制. rotationY小於min,返回min. 大於max,返回max. 否則返回value rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);//總體設置一下相機角度transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); }void Start (){// Make the rigid body not change rotationif (rigidbody)rigidbody.freezeRotation = true;}}

unity第一人稱