直接贴效果和源码了

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using UnityEngine;

public class StagitCamController : MonoBehaviour
{

// 旋转的目标点
public Transform target;
public float distance = 5.0f;

public Vector3 startRotation;

public float xSpeed = 120.0f;
public float ySpeed = 120.0f;

public float yMinLimit = -20f;
public float yMaxLimit = 80f;

public float distanceMin = .5f;
public float distanceMax = 15f;

float x = 0.0f;
float y = 0.0f;

private bool init = false;

// 初始角度设置
void Start ()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

}
void LateUpdate ()
{
if (target)
{

if (Input.GetMouseButton (0) || Input.GetAxis ("Mouse ScrollWheel") != 0.0f || !init) {
x += Input.GetAxis ("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;

//y = ClampAngle (y, yMinLimit, yMaxLimit);


Quaternion rotation = Quaternion.Euler (y + startRotation.x, x + startRotation.y, 0 + startRotation.z);

distance = Mathf.Clamp (distance - Input.GetAxis ("Mouse ScrollWheel") * 5, distanceMin, distanceMax);

RaycastHit hit;
if (Physics.Linecast (target.position, transform.position, out hit)) {
distance -= hit.distance;
}
Vector3 negDistance = new Vector3 (0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;


transform.rotation = rotation;
transform.position = position;
init = true;
}
}
}

public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}