方法一:
private Transform hitTransfrom;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
RaycastHit hit;
Ray mouseray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(mouseray, out hit))
{
hitTransfrom = hit.transform;
}
}
else if (Input.GetMouseButtonUp(0))
{
hitTransfrom = null;
}
if (hitTransfrom)
{
Matrix4x4 localmatrix = hitTransfrom.worldToLocalMatrix;
Vector3 vUp = localmatrix.MultiplyVector(new Vector3(0, 1, 0));
Vector3 vRight = -localmatrix.MultiplyVector(new Vector3(1, 0, 0));
float fMoveX = -Input.GetAxis("Mouse X") * Time.deltaTime * 200.0f;
Quaternion rotation = Quaternion.AngleAxis(fMoveX, vUp);
hitTransfrom.localRotation *= rotation;
float fMoveY = -Input.GetAxis("Mouse Y") * Time.deltaTime * 200.0f;
Quaternion rotoy = Quaternion.AngleAxis(fMoveY, vRight);
hitTransfrom.localRotation *= rotoy;
}
}
方法二:
using UnityEngine;
using System.Collections;
public class DragRotate : MonoBehaviour
{
void OnMouseDrag ()
{
this.transform.Rotate(new Vector3(Input.GetAxis("Mouse Y"),-Input.GetAxis("Mouse X"),0)*6f,Space.World);
}
}
方法三:
using UnityEngine;
using System.Collections;
public class DragRotate : MonoBehaviour
{
private bool onDrag = false;
public float speed = 6f;
private float tempSpeed;
private float axisX;
private float axisY;
void OnMouseDrag ()
{
onDrag = true;
axisX=-Input.GetAxis ("Mouse X");
axisY=Input.GetAxis ("Mouse Y");
}
float Rigid ()
{
if (onDrag) {
if (tempSpeed < speed) {
tempSpeed += speed * Time.deltaTime*5;
}else{
tempSpeed=speed;
}
} else {
if(tempSpeed>0){
tempSpeed-=speed * Time.deltaTime;
}else{
tempSpeed = 0;
}
}
return tempSpeed;
}
void Update ()
{
this.transform.Rotate (new Vector3 (axisY, axisX, 0) * Rigid (), Space.World);
if (!Input.GetMouseButton (0)) {
onDrag = false;
}
}
}
另外加入了缩放的代码,缩放、自动旋转、拖拽物体的综合:
using UnityEngine;
using System.Collections;
public class ZoomAndDrag : MonoBehaviour {
public Camera MainCamera;
public float ZoomMin; //滚轮的最小值
public float ZoomMax; //滚轮的最大值
private float normalDistance; //设置摄像机的景深值
private float MouseWheelSencitivity = 10.0f; //鼠标灵敏度,就是缩放的速度的快慢
private float axisX;
private float axisY;
public float speed = 6f;
private float tempSpeed;
private bool RoationOnly;
void Start ()
{
normalDistance = 50.0f;
ZoomMin = 20.0f;
ZoomMax = 100.0f;
RoationOnly = true;
}
void Update ()
{
Roation();
Zoom();
this.transform.Rotate(new Vector3(axisY, axisX, 0) * Rigid(), Space.World); //物体旋转的方法
}
//自动旋转物体的方法,放在Update中调用
void Roation()
{
if (RoationOnly)
{
gameObject.transform.Rotate(Vector3.up * Time.deltaTime * 10);
}
}
/****
*鼠标滚轮缩放物体的方法
*
* **/
void Zoom()
{
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
if (normalDistance >= ZoomMin && normalDistance <= ZoomMax)
{
normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSencitivity;
}
if (normalDistance < ZoomMin)
{
normalDistance = ZoomMin;
}
if (normalDistance > ZoomMax)
{
normalDistance = ZoomMax;
}
MainCamera.fieldOfView = normalDistance;
}
}
/***
*
* 鼠标左键控制物体360°旋转+惯性
* **/
float Rigid()
{
if (Input.GetMouseButton(0))
{
RoationOnly = false; //当鼠标按下的时候,停止自动旋转
axisX = Input.GetAxis("Mouse X");
axisY = Input.GetAxis("Mouse Y");
if (tempSpeed < speed)
{
tempSpeed += speed * Time.deltaTime * 5;
}
else
{
tempSpeed = speed;
}
}
else
{
RoationOnly = true; //当鼠标没有按下的时候,恢复自动旋转
if (tempSpeed > 0)
{
tempSpeed -= speed * Time.deltaTime;
}
else
{
tempSpeed = 0;
}
}
return tempSpeed;
}
}