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1、Here is the code I promised to post. This is named "moveCharacter". Add it to your Character Code: var turnSpeed = 10.0; var moveSpeed = 10.0; var mouseTurnMultiplier = 1; private var x : float; private var z : float; function Update () / x is used for the x axis. set it to zero so it does

2、n't automatically rotate x = 0; / check to see if the W or S key is being pressed. z = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed; / Move the character forwards or backwards transform.Translate(0, 0, z); / Check to see if the A or S key are being pressed if (Input.GetAxis(&

3、quot;Horizontal") / Get the A or S key (-1 or 1) x = Input.GetAxis("Horizontal"); / Check to see if the right mouse button is pressed if (Input.GetMouseButton(1) / Get the difference in horizontal mouse movement x = Input.GetAxis("Mouse X") * turnSpeed * mouseTurnMultiplier;

4、 / rotate the character based on the x value transform.Rotate(0, x, 0); This is named orbitCharacter. Add it to your camera. Code: var target : Transform; var distance = 10.0; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; var zoomRate = 20; private var x = 0.0; pri

5、vate var y = 0.0; script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () var angles = transform.eulerAngles; x = angles.y; y = angles.x; / Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; function LateUpdate () if (target) if (Input.G

6、etMouseButton(0) x += Input.GetAxis("Mouse X") * xSpeed * 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; var test = 0; test = y; distance += -(Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance); if (distance < 2.5) distance =

7、2.5; if (distance > 20) distance = 20; y = ClampAngle(y, yMinLimit, yMaxLimit); /Debug.Log("y: "+y+" test: "+test); if( y = yMinLimit && test = yMinLimit) / This is to allow the camera to slide across the bottom if the player is too low in the y distance += -(Input.Get

8、Axis("Mouse Y") * Time.deltaTime) * 10 * Mathf.Abs(distance); var rotation = Quaternion.Euler(y, x, 0); var position = rotation * Vector3(0.0, 2.0, -distance) + target.position; /Debug.Log("Distance: "+distance); transform.rotation = rotation; transform.position = position; static function ClampAngle (angle : float, min :

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