Unity3d 鼠标滚动拉近模型、鼠标右键旋转模型、鼠标中键拖拽模型
2017-11-25 11:20
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鼠标滚动拉近模型、鼠标右键旋转模型、鼠标中键拖拽模型
把如下代码直接挂在摄像机对象上
C#
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 | using UnityEngine;using System.Collections; public class Script_07_11 : MonoBehaviour { public Transform target; private int MouseWheelSensitivity = 1; private int MouseZoomMin = 1; private int MouseZoomMax = 5; private float normalDistance = 3; private Vector3 normalized; private float xSpeed = 250.0f; private float ySpeed = 120.0f; private int yMinLimit = -20; private int yMaxLimit = 80; private float x = 0.0f; private float y = 0.0f; private Vector3 screenPoint; private Vector3 offset; private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f)); private Vector3 CameraTarget; void Start () { CameraTarget = target.position; float z = target.transform.position.z - normalDistance; transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z); transform.LookAt(target); var angles = transform.eulerAngles; x = angles.y; y = angles.x; } void Update () { 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); var rotation = Quaternion.Euler(y, x, 0); var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget; transform.rotation = rotation; transform.position = position; }else if (Input.GetAxis(“Mouse ScrollWheel”) != 0) { normalized = (transform.position - CameraTarget).normalized; if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax) { normalDistance -= Input.GetAxis(“Mouse ScrollWheel”) * MouseWheelSensitivity; } if (normalDistance < MouseZoomMin) { normalDistance = MouseZoomMin; } if (normalDistance > MouseZoomMax) { normalDistance = MouseZoomMax; } transform.position = normalized * normalDistance; }else if(Input.GetMouseButtonDown(2)) { screenPoint = Camera.main.WorldToScreenPoint(target.transform.position); offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); } if(Input.GetMouseButton(2)) { Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z); Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset; target.transform.position = curPosition; } transform.LookAt(CameraTarget); } 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); }} |
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