using UnityEngine;
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } //定义一个枚举,移动xy,或者只是移动x,或者y
public RotationAxes axes = RotationAxes.MouseXAndY; //声明一个枚举变量,方便在外面修改移动模式
public float sensitivityX = 15f; //定义一个移动速度
public float sensitivityY = 15f;
public float minimumY = -60f; //定义俯视最低值,建议这个值,要不然会转过头
public float maximumY = 60f; //定义俯视最高值,建议这个值,要不然会转过头
float rotationY = 0f; //存储实际转动的Y值
void Start()
{
}
void Update ()
{
switch (axes) //判断用户是用那种旋转方式
{
case RotationAxes.MouseXAndY:
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY; //
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
break;
case RotationAxes.MouseX:
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
break;
case RotationAxes.MouseY:
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
break;
default:
break;
}
}
}