考虑到以后大概经常必要用到这个功能,所以写篇博客记录下代码。我的代码参考自博客:https://www.cnblogs.com/forever3329/p/17798070.html
功能:键盘wasd控制前后左右平移,qe控制左右视角旋转,rf控制视角升降。
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Initialize_fruit : MonoBehaviour
- {
- // Start is called before the first frame update
- //相机移动
- public int panSpeed;
- public float rotationAmount;
- public Vector3 zoomAmount;
- public int moveTime;
- private GameObject mainCamera;
- void Start()
- {
- //相机移动
- panSpeed = 1;
- rotationAmount = 0.1f;
- mainCamera = GameObject.Find("Main Camera");
- }
- // Update is called once per frame
- void Update()
- {
- CameraMove(mainCamera);
- }
- void CameraMove(GameObject camera)
- {//wasd控制前后左右平移,qe控制左右视角旋转,rf控制视角升降。
- var newPos = new Vector3(0, 0, 0);
- Vector3 newRotation = new Vector3(0, 0, 0);
- if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
- {
- Debug.Log("W or up");
- newPos = camera.transform.forward * panSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))
- {
- Debug.Log("S or down");
- newPos = -camera.transform.forward * panSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
- {
- Debug.Log("D or right");
- newPos = camera.transform.right * panSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
- {
- Debug.Log("A or left");
- newPos = -camera.transform.right * panSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.Q))
- {
- Debug.Log("Q");
- newRotation = Vector3.up * rotationAmount;
- }
- if (Input.GetKey(KeyCode.E))
- {
- Debug.Log("E");
- newRotation = Vector3.down * rotationAmount;
- }
- if (Input.GetKey(KeyCode.R))
- {
- Debug.Log("R");
- newPos = Vector3.up * panSpeed * Time.deltaTime;
- }
- if (Input.GetKey(KeyCode.F))
- {
- Debug.Log("F");
- newPos = Vector3.down * panSpeed * Time.deltaTime;
- }
- camera.transform.position += newPos;
- camera.transform.rotation = camera.transform.rotation * Quaternion.Euler(newRotation);
- }
- }
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