using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseControlModel : MonoBehaviour
{
/// <summary>
/// 控制物体旋转缩放
/// </summary>
//旋转速度
public float xSpeed = 500.0f;
//旋转角度
private float x = 0.0f;
private float y = 0.0f;
private void OnEnable()
{
transform.parent.GetChild(1).gameObject.SetActive(true);
StartCoroutine("Openrightgui");
}
void Update()
{
if (PublicFiles.canmove)
{
if (Input.GetMouseButton(0))
{
this.transform.Rotate(Vector3.up * -xSpeed * Input.GetAxis("Mouse X") * Time.deltaTime);//围绕y轴,旋转
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//鼠标滚动滑轮 值就会变化
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
//范围值限定
if (Camera.main.fieldOfView <= 70)
Camera.main.fieldOfView += 2;
if (Camera.main.orthographicSize <= 20)
Camera.main.orthographicSize += 0.5F;
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
//范围值限定
if (Camera.main.fieldOfView > 50)
Camera.main.fieldOfView -= 2;
if (Camera.main.orthographicSize >= 1)
Camera.main.orthographicSize -= 0.5F;
}
}
}
}
//角度范围值限定
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);
}
private void OnDisable()
{
//transform.rotation = new Quaternion(0,180, 0,0);
transform.localEulerAngles = new Vector3(0, 180, 0);
transform.parent.GetChild(1).gameObject.SetActive(false);
}
IEnumerator Openrightgui()
{
yield return new WaitForSeconds(0.7f);
var canv = PublicFiles.Instance.maincanvas[2].transform;
canv.GetComponent<CanvasGroup>().blocksRaycasts = true;
canv.GetComponent<CanvasGroup>().alpha = 1;
canv.DOLocalMoveX(710, 1f);
}
}