【发布时间】:2020-08-01 16:59:46
【问题描述】:
我正在尝试实现一个系统,在该系统中,我的相机将放大游戏对象的正面,然后我可以通过夹紧来围绕它旋转。
我已经设法让它工作了,虽然我猜我做错了 - 基本上我希望实际角度在我向左平移时是负的,而当我向右平移时是正的。
它适用于没有旋转的目标,但不适用于有旋转的目标,因为中心角不为零。
这是我的功能:
float _prevMousePosX;
void RotateCamera()
{
//Allow min -30 degrees when panning to the left
minXLimit = -50;
//And max 30 degrees when panning to the right
maxXLimit = 50;
//Work out how much the mouse has moved
var mouseX = Input.GetAxis("Mouse X");
Vector3 angle = target.position + target.rotation * transform.position * -1;
var actualAngle = angle.x;
//The angle is very small so times it by 100
actualAngle = actualAngle * 100;
//This angle is not defaulting to zero before any rotation has occurred when the game object has a rotation other than zero - I think I should be taking into account the existing rotation somehow
Debug.Log(actualAngle);
//The rest of this code is working correctly
if ((actualAngle > minXLimit && actualAngle < maxXLimit && isMoving))
{
//No - Allow rotating in either direction horizontally
if(isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
} else
{
//Yes, it's more than 30 degrees either left or right
//Work out which way wer're trying to drag the mouse and whether we should allow rotation further in that direction
if (mouseX>0 && actualAngle < minXLimit)
{
//Don't allow?
}
else if (mouseX<0 && actualAngle < minXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else
{
//Mouse isn't moving
}
if (mouseX>0 && actualAngle > maxXLimit)
{
//Allow rotating back
if (isMoving) transform.RotateAround(target.transform.position, Vector3.up, mouseX * 1);
}
else if(mouseX<0 && actualAngle > maxXLimit)
{
//Don't allow rotating in this direction any further
} else
{
//Mouse isn't moving
}
}
_prevMousePosX = mouseX;
}
【问题讨论】: