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。
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
|
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服務(wù)器之家。
原文鏈接:https://blog.csdn.net/qq_27361571/article/details/51354717