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标题: 镜头旋转问题 [打印本页]

作者: 她。    时间: 2012-8-7 10:38
标题: 镜头旋转问题
按右键镜头旋转完之后会停在一个地方
怎么解决第二次按右键画面在上一个角度的问题?

// The target we are following

var target : Transform;

// The distance in the x-z plane to the target

var distance = 10.0;

// the height we want the camera to be above the target

var height = 5.0;

// How much we

var heightDamping = 2.0;

var rotationDamping = 3.0;

var sensitivityX : float = 15;

var sensitivityY : float = 15;

var minimumX : float= -360;

var  maximumX : float = 360;

var  minimumY : float = -60;

var  maximumY : float = 60;

var rotationX : float = 0;

var  rotationY : float = 0;

var originalRotation : Quaternion ;

function Start ()

    {

        // Make the rigid body not change rotation

        if (rigidbody)

            rigidbody.freezeRotation = ***e;

        originalRotation = transform.localRotation;

    }

   

function ClampAngle (angle : float, min : float , max : float)

    {

        if (angle < -360)

            angle += 360;

        if (angle > 360)

            angle -= 360;

        return Mathf.Clamp (angle, min, max);

    }

// Place the script in the Camera-Control group in the component menu

@script AddComponentMenu("Camera-Control/Smooth Follow")

function FixedUpdate () {

            //transform.Translate(Vector3.right * Time.deltaTime, Camera.main.transform);

            if (Input.GetButton("Fire2")&&(Mathf.Abs(Input.GetAxis("Horizontal")) == 0 ) ){

               

                rotationX += Input.GetAxis("Mouse X") * sensitivityX;

                rotationX =     ClampAngle (rotationX, minimumX, maximumX);

                var xQuaternion : Quaternion ;

                 xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);

                transform.localRotation = originalRotation * xQuaternion;

               

                }

            

        }

function LateUpdate () {

    // Early out if we don't have a target

    if (!target)

        return;

   

    // Calculate the current rotation angles

    wantedRotationAngle = target.eulerAngles.y;

    wantedHeight = target.position.y + height;

        

    currentRotationAngle = transform.eulerAngles.y;

    currentHeight = transform.position.y;

   

    // Damp the rotation around the y-axis

    currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

    // Damp the height

    currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

    // Convert the angle into a rotation

    currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

   

    // Set the position of the camera on the x-z plane to:

    // distance meters behind the target

    transform.position = target.position;

    transform.position -= currentRotation * Vector3.forward * distance;

    // Set the height of the camera

    transform.position.y = currentHeight;

   

    // Always look at the target

    transform.LookAt (target);

}
作者: 她。    时间: 2012-8-7 10:48
哎呀~各位别光看不回帖啊~  支持下啊!
作者: 其实我是神    时间: 2012-8-7 16:41
   




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