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2025-09-08 14:51:28 +08:00
using UnityEngine;
public class MouseWheelRotate : MonoBehaviour
{
public float sensitivity = 100.0f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public float minAngle = -360.0f; // <20><>С<EFBFBD><D0A1>ת<EFBFBD>Ƕ<EFBFBD>
public float maxAngle = 360.0f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
private float xRotation = 0.0f; // <20><>ǰX<C7B0><58><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
void Update()
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float rotate = -Input.GetAxis("Mouse ScrollWheel") * sensitivity * Time.deltaTime;
// <20>ۻ<EFBFBD><DBBB><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
xRotation += rotate;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD><C7B6><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Χ<EFBFBD><CEA7>
xRotation = Mathf.Clamp(xRotation, minAngle, maxAngle);
// Ӧ<><D3A6><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
}
}