我为3d射击者添加了主要用户对象,为其附加了相机,并试图捕获脚本代码中的鼠标移动,并附加到玩家游戏对象上。但是不能使用Input.GetAxis("Mouse X")
,Input.GetAxis("Mouse Y")
,因为它们始终为零。为什么?我做错了什么? Input.GetAxis("Vertical")
和Input.GetAxis("Horizontal")
的键效果很好。
using UnityEngine;
using System.Collections;
public class MouseLook : MonoBehaviour {
public enum RotationAxes {
MouseXAndY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityHor = 9.0f;
public float sensitivityVert = 9.0f;
public float minimumVert = -45.0f;
public float maximumVert = 45.0f;
private float _rotationX = 0;
void Start() {
Rigidbody body = GetComponent<Rigidbody>();
if (body != null)
body.freezeRotation = true;
}
void Update() {
Debug.Log(Input.GetAxis("Mouse X"));
Debug.Log(Input.GetAxis("Mouse Y"));
if (axes == RotationAxes.MouseX) {
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
} else if (axes == RotationAxes.MouseY) {
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float rotationY = transform.localEulerAngles.y;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
} else {
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float delta = Input.GetAxis("Mouse X") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
}
我希望Input.GetAxis("Mouse X"
)的输出为-1到1,但实际输出为0。我在Debug.Log
中看到它。