让camera实现类似cs第一人称视角旋转和位移

直接把这个脚本挂在摄像机上就可:

using System.Collections;
using System.Collections.Generic;
using UnityEngine; /*
* 键盘鼠标位移和cs操作模式完全一致
* wsad四键 控制camera x和z轴方向位移
* 鼠标 控制camera角度旋转
*
* camera位移时受当时camera角度的影响
*/ public class MainCameraScript : MonoBehaviour { private float speed = 8.0f;
private float rotationSpeed = 4.0f;
private bool isKeyDown_W = false;
private bool isKeyDown_S = false;
private bool isKeyDown_A = false;
private bool isKeyDown_D = false;
//private bool isKeyDown_Space = false; //x轴旋转方向是反的,所以不能直接用当前欧拉角x去加
private float curRotationX = 0.0f; // Use this for initialization
void Start () {
float posX = gameObject.transform.position.x;
float posZ = gameObject.transform.position.z;
float posY = gameObject.transform.position.y;
Debug.Log("maincamera pos x is:" + posY);
Vector3 rotation = transform.eulerAngles;
Debug.Log("maincamera eulerAngles y is : " + rotation.y); Cursor.visible = false;
} // Update is called once per frame
void Update () {
mouseInput();
keyboardInput(); } private void mouseInput()
{
curRotationX = curRotationX + rotationSpeed * Input.GetAxis("Mouse Y");
float rotationY = transform.localEulerAngles.y + rotationSpeed * Input.GetAxis("Mouse X");
transform.localEulerAngles = new Vector3(-curRotationX, rotationY,0); Debug.Log("maincamera eulerAngles y is : " + transform.localEulerAngles.y);
} private void keyboardInput()
{
//Input.GetAxis 按键发生时的增量 最小-1最大1 //旋转
float rotation = Input.GetAxis("Horizontal") * rotationSpeed * Time.deltaTime;
//transform.Rotate(0, rotation, 0); //欧拉角 unity右侧inspector的transform的Rotation里显示的就是欧拉角数值
float eulerAnglesY = transform.eulerAngles.y;
//Debug.Log("eulerAnglesY is : " + eulerAnglesY.ToString());
//前进后退,旋转后会影响到前进后退的方向
if (Input.GetKeyDown(KeyCode.W))
{
Debug.Log("w key down");
isKeyDown_W = true;
//DispatchKeyboardEvent(KeyCode.W, isKeyDown_W);
}
else if (Input.GetKeyUp(KeyCode.W))
{
isKeyDown_W = false;
//DispatchKeyboardEvent(KeyCode.W, isKeyDown_W);
} if (Input.GetKeyDown(KeyCode.S))
{
Debug.Log("s key down");
isKeyDown_S = true;
//DispatchKeyboardEvent(KeyCode.S, isKeyDown_S);
}
else if (Input.GetKeyUp(KeyCode.S))
{
isKeyDown_S = false;
//DispatchKeyboardEvent(KeyCode.S, isKeyDown_S);
} if (Input.GetKeyDown(KeyCode.A))
{
isKeyDown_A = true;
//DispatchKeyboardEvent(KeyCode.A, isKeyDown_A); }
else if (Input.GetKeyUp(KeyCode.A))
{
isKeyDown_A = false;
//DispatchKeyboardEvent(KeyCode.A, isKeyDown_A);
} if (Input.GetKeyDown(KeyCode.D))
{
isKeyDown_D = true;
//DispatchKeyboardEvent(KeyCode.D, isKeyDown_D);
}
else if (Input.GetKeyUp(KeyCode.D))
{
isKeyDown_D = false;
//DispatchKeyboardEvent(KeyCode.D, isKeyDown_D);
} //if (Input.GetKeyDown(KeyCode.Space))
//{
// isKeyDown_Space = true;
//}
//else if (Input.GetKeyUp(KeyCode.Space))
//{
// isKeyDown_Space = false;
//} if (isKeyDown_W)
{
float dx = Mathf.Sin(eulerAnglesY * Mathf.Deg2Rad) * speed * Time.deltaTime;
float dz = Mathf.Cos(eulerAnglesY * Mathf.Deg2Rad) * speed * Time.deltaTime;
transform.position += new Vector3(dx, 0, dz);
} if (isKeyDown_S)
{
float dx = Mathf.Sin(eulerAnglesY * Mathf.Deg2Rad) * -speed * Time.deltaTime;
float dz = Mathf.Cos(eulerAnglesY * Mathf.Deg2Rad) * -speed * Time.deltaTime;
transform.position += new Vector3(dx, 0, dz);
} if(isKeyDown_A)
{ //eulerAnglesY不能直接用
float dx = Mathf.Cos(0-eulerAnglesY * Mathf.Deg2Rad) * -speed * Time.deltaTime;
float dz = Mathf.Sin(0-eulerAnglesY * Mathf.Deg2Rad) * -speed * Time.deltaTime;
transform.position += new Vector3(dx, 0, dz);
} if (isKeyDown_D)
{
float dx = Mathf.Cos(0-eulerAnglesY * Mathf.Deg2Rad) * speed * Time.deltaTime;
float dz = Mathf.Sin(0-eulerAnglesY * Mathf.Deg2Rad) * speed * Time.deltaTime;
transform.position += new Vector3(dx, 0, dz);
} //if (isKeyDown_Space)
//{
// float dy = speed * Time.deltaTime;
// transform.position += new Vector3(0, dy, 0);
//} }
}

  

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