## 在Update函数中执行：

```if (turnAround)
{
playerCamera.RotateAround(transform.localPosition, transform.up, Time.deltaTime * rotateSpeed);
degree += Time.deltaTime * rotateSpeed;
if (degree >= 360)
{
turnAround = false;
degree = 0;
}
}
```

## 脚本通过以一个物体为中心点

```public Transform Camera2;
public GameObject target;
private float dis;
public float xSpeed = 200, ySpeed = 200, mSpeed = 10;                   //移动速度
public float yMinLimit = -50, yMaxLimit = 50;                           //摄像机的Y轴移动最小最大限制
public float distance = 7, minDistance = 2, maxDistance = 30;           //摄像机与目标物体的距离
public bool needDamping = true;                                         //阻尼默认开启
float damping = 5.0f;                                                   //默认阻尼为5.0F
public float x = 0.0f;                                                  //X轴
public float y = 0.0f;                                                  //Y轴
// Use this for initialization
void Start() {
instance = this;
Camr = Camera2Rotation.Close;
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
private void Update()
{
}
void LateUpdate()
{
//使用按下鼠标左键移动物体
if (Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.transform.position;
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position;
}
}
/// <summary>
/// 旋转角度的控制
/// </summary>
/// <param name="angle">旋转的角度</param>
/// <param name="min">最小角度</param>
/// <param name="max">最大角度</param>
/// <returns></returns>
static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
void MoveCameraToTarget()
{
if (target != null)
{
Camera2.LookAt(target.transform);
Camera2.position = Vector3.MoveTowards(Camera2.position, target.transform.position, 5 * Time.deltaTime);
dis = Vector3.Distance(Camera2.transform.position, target.transform.position);
if (dis < 1.5f)
{
Camr = Camera2Rotation.Open;
CancelInvoke();
}
}
}
```