Head注释正前方
实现Unity 3D人物展示 Palyer看向正面
using AUCommunication;
using ChangeParts;
using UnityEngine;
using UnityEngine.EventSystems;
public class DragRound : MonoBehaviour
{
public Transform obj;
public float speed = 2f;
private bool mouseDown;
private float lastdata;
private float currentdata;
UnityChanIk unityChanIk;
[SerializeField] Vector3 vector3temp;
public Transform bones;
[SerializeField]
float tempSpeeda=0;
float tempSpeedb=0;
float tempSpeed1=0;
float tempSpeed2=0;
private const float RotTime = 3f;
public float lookAtspeed = 2f;
[SerializeField]
private float _rotTime_LF;
[SerializeField]
private float _rotTime_LB;
[SerializeField]
private float _rotTime_RB;
[SerializeField]
private float _rotTime_RF;
private Vector3 temVertor3;
private Vector3 temVertor3_temp;
private float eulerAngles_1;
private float eulerAngles_2;
private float eulerAngles_3;
private float eulerAngles_4;
private float eulerAngles_5;
public DragRound(float eulerAngles1, float eulerAngles2, float eulerAngles3, float eulerAngles4, float eulerAngles5)
{
eulerAngles_1 = eulerAngles1;
eulerAngles_2 = eulerAngles2;
eulerAngles_3 = eulerAngles3;
eulerAngles_4 = eulerAngles4;
eulerAngles_5 = eulerAngles5;
}
private void Start()
{
eulerAngles_1 = 0;
eulerAngles_2 = 60;
eulerAngles_3 = 180;
eulerAngles_4 = 300;
eulerAngles_5 = 360;
if(unityChanIk=null)
unityChanIk = GetComponent<UnityChanIk>();
#if UNITY_EDITOR
speed = 2f;
#elif UNITY_ANDROID
speed = 10f;
#elif Unity_IOS
speed = 10f;
#endif
if(Input.touchCount>=1)//
lastdata = Input.GetTouch(0).position.x;
}
float tempfMouseX;
Transform GetBone()
{
Transform temp = null;
if (bones == null)
return null;
var bonesTemp = bones.GetComponentsInChildren<Transform>();
foreach (var boneT in bonesTemp)
{
//Debug.Log(bonet.name);
if (boneT.name.Equals("Bip001 Head"))//Bip001 Spine2 Bip001 Head
{
temp=boneT;
}
}
return temp;
}
Vector3 LerpBone(Vector3 localEulerAngles,Vector3 tempLocalEulerAngles, float tempSpeed)
{
return Vector3.Lerp(localEulerAngles, tempLocalEulerAngles, tempSpeed+=Time.deltaTime);
}
Quaternion EulerTOQuaternion(Vector3 vector)
{
return Quaternion.Euler(vector);
}
Vector3 QuaternionToEuler(Quaternion quaternion)
{
return quaternion.eulerAngles;
}
[System.Obsolete]
private void LateUpdate()
{