usingUnityEngine;
usingSystem.Collections;


//摄像机跟随
publicclassFollowPlayer:MonoBehaviour{


privateTransformplayer;//角色
privateVector3offsetPosition;//位置便宜
privateboolisRotating=false;//是否有在滑动

publicfloatdistance;//向量长度
publicfloatscrollSpeed=3;//拉近拉远的速度
publicfloatrotareSpeed=2;//旋转的速度



voidStart()
{
player=GameObject.FindGameObjectWithTag(Tags.player).transform;
transform.LookAt(player.position);
offsetPosition=transform.position-player.position;//得到偏移量

}


voidUpdate()
{
transform.position=offsetPosition+player.position;
RotateView();
ScrollView();

}

//处理视野的拉近和拉远效果
voidScrollView()
{
//print(Input.GetAxis("MouseScrollWheel"));//鼠标向后滑动返回负数(拉近视野),向前正数(拉远视野)
distance=offsetPosition.magnitude;
distance+=Input.GetAxis("MouseScrollWheel")*scrollSpeed;
distance=Mathf.Clamp(distance,2,18);
offsetPosition=offsetPosition.normalized*distance;//改变位置便移
}


//控制视野左右上下旋转

voidRotateView()
{
//Input.GetAxis("MouseX");//得到鼠标水平方向的滑动
//Input.GetAxis("MouseY");//得到鼠标在垂直方向的滑动
if(Input.GetMouseButtonDown(1))
{
isRotating=true;

}

if(Input.GetMouseButtonUp(1))
{
isRotating=false;

}

if(isRotating)
{

transform.RotateAround(player.position,player.up,rotareSpeed*Input.GetAxis("MouseX"));//围捞角色滑动左右

Vector3originalPos=transform.position;
QuaternionoriginalRotation=transform.rotation;

transform.RotateAround(player.position,transform.right,-rotareSpeed*Input.GetAxis("MouseY"));//上下(会影响到的属性一个是Position,一个是rotation)
//限制上下滑动的度数大小
floatx=transform.eulerAngles.x;
if(x<10||x>80)//当超出范围之后,我们将属性归位,让旋转无效
{
transform.position=originalPos;
transform.rotation=originalRotation;

}

}

offsetPosition=transform.position-player.position;

}

}


下面是我做的RPG游戏的关于这个功能的截图: