Unity3D實(shí)現(xiàn)物體旋轉(zhuǎn)縮放移動(dòng)效果
本文實(shí)例為大家分享了Unity3D實(shí)現(xiàn)物體旋轉(zhuǎn)縮放移動(dòng)的具體代碼,供大家參考,具體內(nèi)容如下
由于項(xiàng)目運(yùn)行在安卓上,運(yùn)用到了插件,比較麻煩。你們可以在觸發(fā)條件上進(jìn)行修改,不用插件也可以。
1.下載FingerGestures 插件 下載地址 點(diǎn)擊打開鏈接
2.導(dǎo)入插件,創(chuàng)建場(chǎng)景 將預(yù)設(shè)Finger Gestures Initializer 拖拽到 Hierarchy 視圖中
3.添加腳本,拖拽到攝像機(jī)上。創(chuàng)建一個(gè)方塊拖拽到腳本target 屬性上。
using UnityEngine; using System.Collections; public class ObjectControl : MonoBehaviour { public Transform target; public float yawSensitivity = 80.0f; public float pitchSensitivity = 160.0f; public bool clampPitchAngle = true; public float pinchZoomSensitivity = 0.5f;//縮放速度 public float smoothZoomSpeed = 10.0f; public float smoothOrbitSpeed = 20.0f; public float distance = 0; float yaw = 0; float pitch = 0; float idealYaw = 0; float idealPitch = 0; float fChangeScale = 0; float fChangeideal = 0; public Transform[] movementP; /// <summary> /// 控制模式枚舉 /// </summary> public enum ControlModel { Zoom, Rotate, Translate } public ControlModel controlModel = ControlModel.Rotate; //Vector3 position=new Vector3(); public bool bArrive = false;//鼠標(biāo)是否到達(dá)零件箱邊界區(qū)域 //平移方式是否根據(jù)鼠標(biāo)拖動(dòng)距離還是直接置為鼠標(biāo)位置 public bool ifDragMove = false; //平移方式為:根據(jù)鼠標(biāo)拖動(dòng)距離 時(shí),評(píng)議的速度 public float moveSpeed = 1.0f; //是夠需要畫出按鈕(縮放、旋轉(zhuǎn)、平移) public bool ifDrawBtn = true; //縮放方式改為:改變相機(jī)范圍 public bool zoomCamera = false; //zoomCamera = true ,相機(jī)的最小范圍值 public float minZoom = 0f; //zoomCamera = true ,相機(jī)的最大范圍值 public float maxZoom = 179f; //平移對(duì)象 public Transform moveTarget; //平移對(duì)象的初始位置 Vector3 moveTargetPos; //模型的直接父對(duì)象 public Transform parentModel; Vector3 parentModelPos; void Start() { zoomCamera = true; } void OnEnable() { FingerGestures.OnDragMove += FingerGestures_OnDragMove; FingerGestures.OnPinchMove += FingerGestures_OnPinchMove; FingerGestures.OnFingerDragEnd += OnFingerDragEnd; } void OnDisable() { FingerGestures.OnDragMove -= FingerGestures_OnDragMove; FingerGestures.OnPinchMove -= FingerGestures_OnPinchMove; FingerGestures.OnFingerDragEnd -= OnFingerDragEnd; } public void setRotation() { Vector3 angles = target.eulerAngles; yaw = idealYaw = angles.y; pitch = idealPitch = angles.x; } void FingerGestures_OnDragMove(Vector2 fingerPos, Vector2 delta) { onDrag = true; try { Screen.showCursor = false; } catch { Screen.showCursor = false; } if (controlModel == ControlModel.Rotate && !bArrive) { idealYaw -= delta.x * yawSensitivity * 0.02f; idealPitch += delta.y * pitchSensitivity * 0.02f; len = delta; if (target) target.transform.Rotate(new Vector3(delta.y, -delta.x, 0), Space.World); } if (controlModel == ControlModel.Translate && !bArrive) { if (ifDragMove) { if (moveTarget == null) { target.position = new Vector3(target.position.x + delta.x * moveSpeed, target.position.y + delta.y * moveSpeed, target.localPosition.z);// GetWorldPos( fingerPos ); } else { moveTarget.position = new Vector3(moveTarget.position.x + delta.x * moveSpeed, moveTarget.position.y + delta.y * moveSpeed, moveTarget.localPosition.z); } } else { if (moveTarget == null) { target.position = GetWorldPos(fingerPos); } else { moveTarget.position = GetWorldPos(fingerPos); } } } } void FingerGestures_OnPinchMove(Vector2 fingerPos1, Vector2 fingerPos2, float delta) { if (controlModel == ControlModel.Zoom && !bArrive) { if (zoomCamera) { float fZoom = camera.fieldOfView - delta * pinchZoomSensitivity * 800 * Time.deltaTime; fZoom = Mathf.Min(fZoom, maxZoom); fZoom = Mathf.Max(fZoom, minZoom); camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, fZoom, Time.deltaTime * smoothZoomSpeed); // camera.transform.position = target.position - fZoom * camera.transform.forward; } else { fChangeScale = target.localScale.x + delta * pinchZoomSensitivity; Vector3 vc = new Vector3(fChangeScale, fChangeScale, fChangeScale); } } } //滑動(dòng)結(jié)束 void OnFingerDragEnd(int fingerIndex, Vector2 fingerPos) { Screen.showCursor = true; onDrag = false; } //把Unity屏幕坐標(biāo)換算成3D坐標(biāo) Vector3 GetWorldPos(Vector2 screenPos) { // Camera mainCamera = Camera.main; Camera mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); if (!mainCamera.enabled) { mainCamera = mainCamera.transform.parent.FindChild("CameraOne").GetComponent<Camera>(); } return mainCamera.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, Mathf.Abs(target.position.z - mainCamera.transform.position.z))); } void Apply() { if (controlModel == ControlModel.Rotate && !bArrive) { yaw = Mathf.Lerp(yaw, idealYaw, Time.deltaTime * smoothOrbitSpeed); pitch = Mathf.Lerp(pitch, idealPitch, Time.deltaTime * smoothOrbitSpeed); } } bool onDrag; Vector2 len; void LateUpdate() { if (Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(0)) { Screen.showCursor = true; } Apply(); } 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 Update() { ///自由切換 if (Input.GetMouseButtonDown(0)) { controlModel = ControlModel.Translate; } if (Input.GetMouseButtonDown(1)) { controlModel = ControlModel.Rotate; } if (Input.GetAxis("Mouse ScrollWheel") != 0) { controlModel = ControlModel.Zoom; } } /// <summary> /// 復(fù)位 /// </summary> public void ResetValue() { if (moveTarget != null) { moveTarget.localPosition = moveTargetPos; } if (parentModel != null) { parentModel.localPosition = parentModelPos; } yaw = 0; pitch = 0; idealYaw = 0; idealPitch = 0; } }
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持我們。
欄 目:C#教程
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