Unity3d in the View of Warcraft lens

Source: Internet
Author: User

The script does only zoom in and out, the angle moves, not the player Moves. The script needs to be mounted on the maincamera, and the protagonist needs to be set to the Player's Tag.

Using unityengine;using system.collections;public class follow : monobehaviour  {    private transform player;//lead location     private  Vector3 offsetposition;//offset     private bool isrotating = false;/ /toggle direction of rotation     public float distance = 0;//distance      Public float scrollspeed = 10;//middle button, character Zoom speed     public float  Rotatespeed = 2;//angle change Speed void start  ()  {         player = gameobject.findgameobjectwithtag ("player"). transform;//assigning A value to the player          transform. LookAt (player.position);//camera facing role         offsetPosition =  Transform.position - player.position;//camera position-role position = OFFSET}//&NBSP;UPDATE&NBSP;IS&NBSP;CALLED&Nbsp;once per framevoid update  ()  {         Transform.position = offsetposition + player.position;//itself position = offset + role position (follow when character moves)          scrollview ();         Rotateview ();     }    void scrollview ()     {         distance = offsetposition.magnitude;// Offset length (distance to Player)         distance += -input.getaxis ("Mouse  scrollwheel ")  * scrollspeed;        distance =  mathf.clamp (distance, 2, 18);//limit the nearest distance          offsetposition = offsetposition.normalized * distance;//         print (input.getaxis ("mouse scrolLwheel "));     }    void rotateview ()     {         //right mouse button Press         if   (input.getmousebuttondown (1))         {             isRotating = true;         }        //right mouse button pop up          if  (input.getmousebuttonup (1))         {             isRotating = false;         }        if  (isrotating)         {             vector3 originalpos&nbsP;= transform.position;//get Maincamera Current coordinates              quaternion originalrotation = transform.rotation;//get Maincamera The current rotation situation                           transform. Rotatearound (player.position, vector3.up, rotatespeed * input.getaxis ("Mouse X"));// X-axis Rotation             transform. Rotatearound (player.position, transform.right, -rotatespeed * input.getaxis ("Mouse Y" ));//y Shaft Rotation             float x =  Transform.eulerangles.x;//get the X-euler angle of the camera             // To limit the angle             if  (x < 10  | |  x&nBsp;> 80)//camera height cannot reach angle less than 10 and greater than 80 position              {                 transform.position = originalpos;                 transform.rotation = originalRotation;             }             offsetposition = transform.position - player.position;//update offset when rotation is complete (for follow player and zoom In)  transform.position        }    }}

Knowledge Points:

1. Finding objects by Findgameobjectwithtag

Gameobject.findgameobjectwithtag ("Player")

2. Understanding of the use of vectors

3. Limit the range of values for a variable

Mathf.clamp (distance, 2, 18)

4.

Input.getmousebuttondown (0/1/2) left/right/middle Key respectively

Input.getaxis ("Mouse Y")//mouse Swipe

Input.getaxis ("Mouse Scrollwheel")//roller Slide

6.RotateAround () function

7.transform.eulerangles.x//euler Angle


Problem: If you use vector.right, a z-axis rotation occurs.

Unity3d in the View of Warcraft lens

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