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
    }


}