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Unity鼠标拖拽旋转拉远拉近场景

發(fā)布時(shí)間:2024/3/13 编程问答 33 豆豆
生活随笔 收集整理的這篇文章主要介紹了 Unity鼠标拖拽旋转拉远拉近场景 小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.

按下 左 "Alt" 鍵, 然后按下鼠標(biāo)左鍵旋轉(zhuǎn)場(chǎng)景,按下鼠標(biāo)右鍵拖拽場(chǎng)景,滾動(dòng)鼠標(biāo)滾輪拉遠(yuǎn)拉近場(chǎng)景

(實(shí)際是攝像機(jī)的旋轉(zhuǎn)移動(dòng)和拉遠(yuǎn)拉近)

將下腳本直接拖拽到場(chǎng)景中的物體上,運(yùn)行即可

using UnityEngine; using System.Collections;public class MouseInput : MonoBehaviour {private Vector3 targetPos;protected bool m_bRaycastHit;public float m_fDistance = 8.0f; // 默認(rèn)距離public float m_fXSpeed = 350.0f; // X 方向速度public float m_fYSpeed = 300.0f; // Y 方向速度public float m_fWheelSpeed = 5.0f; // 默認(rèn)鼠標(biāo)滾輪速度public float m_fYMinLimit = -90f; // Y軸最小旋轉(zhuǎn)角度public float m_fYMaxLimit = 90f; // Y軸最大旋轉(zhuǎn)角度private float m_fDistanceMin = 0.10f;private float m_fDistanceMax = 500;public int m_nMoveInputIndex = 1; //1對(duì)應(yīng)右鍵 public int m_nRotInputIndex = 0; //0對(duì)應(yīng)左鍵 ,, 2對(duì)應(yīng)中鍵。public float m_fXRot = 0.0f; // X軸旋轉(zhuǎn)角度public float m_fYRot = 0.0f; // Y軸旋轉(zhuǎn)角度protected Vector3 m_MovePostion;protected Vector3 m_OldMousePos;void OnEnable(){targetPos = Vector3.zero; //m_TargetTrans.position;}void Update(){UpdateDragPosition(Camera.main.transform);UpdateRotate();UpdateCamera();}public void UpdateCamera(){float mouseScroll = Input.GetAxis("Mouse ScrollWheel");if (mouseScroll == 0){return;}m_fDistance = m_fDistance - mouseScroll * m_fWheelSpeed;m_fDistance = Mathf.Clamp(m_fDistance, m_fDistanceMin, m_fDistanceMax);CalculatePosition();}void UpdateRotate(){if (Input.GetMouseButton(m_nRotInputIndex)) //點(diǎn)擊鼠標(biāo)右鍵{m_fXRot += Input.GetAxis("Mouse X") * m_fXSpeed * 0.02f;// 計(jì)算X軸旋轉(zhuǎn)m_fYRot -= Input.GetAxis("Mouse Y") * m_fYSpeed * 0.02f; //計(jì)算Y軸旋轉(zhuǎn)m_fYRot = ClampAngle(m_fYRot, m_fYMinLimit, m_fYMaxLimit); //計(jì)算旋轉(zhuǎn)角度Quaternion rotation = Quaternion.Euler(m_fYRot, m_fXRot, 0); //轉(zhuǎn)換旋轉(zhuǎn)角度為 QuaternionCamera.main.transform.rotation = rotation; //設(shè)置主攝像機(jī)的旋轉(zhuǎn)CalculatePosition();}}public float ClampAngle(float angle, float min, float max){if (angle < -360F) angle += 360F;if (angle > 360F) angle -= 360F;return Mathf.Clamp(angle, min, max);}public void CalculatePosition(){Quaternion rotation = Camera.main.transform.rotation; //轉(zhuǎn)換旋轉(zhuǎn)角度為 QuaternionVector3 negDistance = new Vector3(0.0f, 0.0f, -m_fDistance);Vector3 position = rotation * negDistance + targetPos;Camera.main.transform.position = position; //設(shè)置主攝像機(jī)的位置}void UpdateDragPosition(Transform camera){if (Input.GetMouseButtonDown(m_nMoveInputIndex)) //如果鼠標(biāo)點(diǎn)擊的 1鍵{m_OldMousePos = Input.mousePosition;}if (Input.GetMouseButton(m_nMoveInputIndex)){Vector3 currMousePos = Input.mousePosition;float worldlen = GetWorldPerScreenPixel(targetPos);m_MovePostion = (m_OldMousePos - currMousePos) * worldlen;m_OldMousePos = currMousePos;camera.Translate(m_MovePostion, Space.Self);}}public static float GetWorldPerScreenPixel(Vector3 worldPoint){Camera cam = Camera.main;if (cam == null)return 0;Plane nearPlane = new Plane(cam.transform.forward, cam.transform.position);float dist = nearPlane.GetDistanceToPoint(worldPoint);float sample = 100;return Vector3.Distance(cam.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2 - sample / 2, dist)), cam.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2 + sample / 2, dist))) / sample;} }

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