Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/Script/InGame/Camera_Control.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Control : MonoBehaviour
{
public Transform Agent;
public Camera Cam;
public float MouseSensitivity = 100;
public float yRotation = 0.1f;//定义一个浮点类型的量记录围绕X轴旋转的角度
public float viewDistance = 100;
private float Mouse_X;
private float Mouse_Y;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;// 隐藏并且锁定鼠标
}
void Update()
{
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
//Debug.Log(Input.GetAxis("Mouse X"));
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
//yRotation = yRotation - Mouse_Y;
//xRotation值为正时屏幕下移当xRotation值为负时屏幕上移
//当鼠标向上滑动Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负屏幕视角向上滑动
//当鼠标向下滑动Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正屏幕视角向下滑动
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
//limit UP DOWN between -90 -> 90
//yRotation = Mathf.Clamp(yRotation, -90f, 90f);
//相机左右旋转时是以Y轴为中心旋转的上下旋转时是以X轴为中心旋转的
//Agent.Rotate(Vector3.up * Mouse_X);
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
//即相机左右旋转时是以Y轴为中心旋转的此时Mouse_X控制着值的大小
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
//this.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候按照X-Y-Z轴的旋转顺规
//即以围绕X轴旋转x度围绕Y轴旋转y度围绕Z轴旋转z度
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
}
}