using UnityEngine;
using System.Collections;
public class xuanzhuan : MonoBehaviour {
public GameObject shexiangji;
// Use this for initialization
void Start () {
shexiangji = GameObject.Find("Main Camera");
}
// FR:徐海涛(Hunk Xu)
void Update () {
if(Input.GetAxis("Mouse ScrollWheel")!=0)
{
shexiangji.transform.position += shexiangji.transform.forward * Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime*40;
}
if (shexiangji.transform.position.z > -9.2f)
{
shexiangji.transform.position = new Vector3(0, 1, -9.207704f);
}
if (shexiangji.transform.position.z <-10.45f)
{
shexiangji.transform.position = new Vector3(0, 1, -10.39156f);
}
}
void OnDrag()
{
print("zheng zai tuo dong wo");
transform.Rotate(0, 10*Input.GetAxis("Mouse X"), 0, Space.World);
transform.Rotate(10*Input.GetAxis("Mouse Y"), 0, 0);
}
}
public class shexiangji : MonoBehaviour {
public static bool kongzhi01=true; //这个参数主要控制鼠标在拖动物体期间,摄像机不能旋转
public GameObject mubiao;
public GameObject xiangji;
Vector3 jiaodu;
Vector3 zuixinjiaodu;
float distance=25;
// Use this for initialization
void Start () {
jiaodu = xiangji.transform.eulerAngles;
}
// Update is called once per frame
void Update () {
if (kongzhi01)
{
if (Input.GetMouseButton(0))
{
if (Input.GetAxis("Mouse X") != 0)
{
jiaodu.y += Input.GetAxis("Mouse X") * 5;
}
}
// print(Input.GetAxis("Mouse ScrollWheel"));
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
distance -= Input.GetAxis("Mouse ScrollWheel") * 5;
}
xiangji.transform.eulerAngles = jiaodu;
xiangji.transform.position = mubiao.transform.position - xiangji.transform.forward * distance; //这样就控制住相机的位置
}
}
}
FR:徐海涛(Hunk Xu)