unity3d 2d游戏之鼠标拉近旋转拖拽模型
今天帮一个朋友看了个虚拟现实的项目,他希望实现鼠标滚动拉近模型、鼠标右键旋转模型、鼠标中键拖拽模型,部分功能网上已经有答案、但是合在一起的没有找到,哪么我就加以总结把把功能都写在这个demo中吧。
把如下代码直接挂在摄像机对象上。
view source001using UnityEngine;
002using System.Collections;
003
004public class Script_07_11 : MonoBehaviour
005{
006
007 public Transform target;
008 private int MouseWheelSensitivity = 1;
009 private int MouseZoomMin = 1;
010 private int MouseZoomMax = 5;
011 private float normalDistance = 3;
012
013 private Vector3 normalized;
014
015 private float xSpeed = 250.0f;
016 private float ySpeed = 120.0f;
017
018 private int yMinLimit = -20;
019 private int yMaxLimit = 80;
020
021 private float x = 0.0f;
022 private float y = 0.0f;
023
024 private Vector3 screenPoint;
025 private Vector3 offset;
026
027 private Quaternion rotation = Quaternion.Euler(new Vector3(30f,0f,0f));
028 private Vector3 CameraTarget;
029 void Start ()
030 {
031
032 CameraTarget = target.position;
033
034 float z = target.transform.position.z - normalDistance;
035 transform.position = rotation * new Vector3(transform.position.x,transform.position.y,z);
036
037 transform.LookAt(target);
038
039 var angles = transform.eulerAngles;
040 x = angles.y;
041 y = angles.x;
042 }
043
044 void Update ()
045 {
046
047 if(Input.GetMouseButton(1))
048 {
049 x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
050 y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
051
052 y = ClampAngle(y, yMinLimit, yMaxLimit);
053
054 var rotation = Quaternion.Euler(y, x, 0);
055 var position = rotation * new Vector3(0.0f, 0.0f, -normalDistance) + CameraTarget;
056
057 transform.rotation = rotation;
058 transform.position = position;
059
060 }else if (Input.GetAxis("Mouse ScrollWheel") != 0)
061 {
062 normalized = (transform.position - CameraTarget).normalized;
063
064 if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
065 {
066 normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
067 }
068 if (normalDistance < MouseZoomMin)
069 {
070 normalDistance = MouseZoomMin;
071 }
072 if (normalDistance > MouseZoomMax)
073 {
074 normalDistance = MouseZoomMax;
075 }
076 transform.position = normalized * normalDistance;
077
078 }else if(Input.GetMouseButtonDown(2))
079 {
080 screenPoint = Camera.main.WorldToScreenPoint(target.transform.position);
081 offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
082 }
083
084 if(Input.GetMouseButton(2))
085 {
086 Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
087
088 Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
089 target.transform.position = curPosition;
090 }
091 transform.LookAt(CameraTarget);
092
093 }
094
095 static float ClampAngle (float angle , float min ,float max)
096 {
097 if (angle < -360)
098 angle += 360;
099 if (angle > 360)
100 angle -= 360;
101 return Mathf.Clamp (angle, min, max);
102 }
103}