简单的控制物体旋转缩放功能

缩放是控制摄像机的field of viewd 属性

直接上代码:
using UnityEngine;
using System.Collections;
using Lean.Touch;

public class ControlObj : MonoBehaviour
{

Vector3 screenPoint;
Vector3 StartPosition;
Vector3 previousPosition;
Vector3 offset;
Vector3 finalOffset;
Vector3 eulerAngle;
public float RotateSpeed = 1;               //旋转速度
public float RotateInertiaSpeed = 0;        //旋转惯性速度
bool isSlide;
float angle;
public float MouseWheelSensitivity = 10;    //缩放单位
public float MouseZoomMin = 1f;             //最小缩放 
public float MouseZoomMax = 100f;           //最大缩放


void Start()
{
    
}

void Update()
{
   if (Input.GetAxis("Mouse ScrollWheel") != 0)
    {
        if (Camera.main.GetComponent<Camera>().fieldOfView >= MouseZoomMin && Camera.main.GetComponent<Camera>().fieldOfView <= MouseZoomMax)
        {
            Camera.main.GetComponent<Camera>().fieldOfView -= Input.GetAxis("Mouse ScrollWheel") *MouseWheelSensitivity;
        }
        if (Camera.main.GetComponent<Camera>().fieldOfView < MouseZoomMin)
        {
            Camera.main.GetComponent<Camera>().fieldOfView = MouseZoomMin;
        }
        if (Camera.main.GetComponent<Camera>().fieldOfView > MouseZoomMax)
        {
            Camera.main.GetComponent<Camera>().fieldOfView = MouseZoomMax;
        }
    }

    if (Input.GetMouseButtonDown(0))
    {
        StartPosition = Input.mousePosition;
        previousPosition = Input.mousePosition;
    }
    if (Input.GetMouseButton(0))
    {
        offset = Input.mousePosition - previousPosition;
        previousPosition = Input.mousePosition;
        transform.Rotate(Vector3.Cross(offset, Vector3.forward).normalized, offset.magnitude * RotateSpeed, Space.World);
    }
    if (Input.GetMouseButtonUp(0))
    {
        finalOffset = Input.mousePosition - StartPosition;
        isSlide = true;
        angle = finalOffset.magnitude;
    }
    if (isSlide)
    {
        transform.Rotate(Vector3.Cross(finalOffset, Vector3.forward).normalized, angle * RotateInertiaSpeed * Time.deltaTime, Space.World);
        if (angle > 0)
        {
            angle -= 5;
        }
        else
        {
            angle = 0;
        }
    }
}

}

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