总结一些物体惯性旋转方式,项目中用到了第二种,也推荐旋转相机,可以用一个单独的相机照射模型。另外,触控屏获取 Input.GetAxis(“Mouse X”) 获取不到,使用 Input.touches[0].deltaPosition.x 来代替。
物体自动旋转
脚本放在 Cube 上
using UnityEngine;
//物体添加刚体,忽略重力
// 自动围绕 Y 轴旋转
public class Spin : MonoBehaviour
{
public Vector3 rotationsPerSecond = new Vector3(0f, 0.1f, 0f);
public bool ignoreTimeScale = false;
Rigidbody mRb;
Transform mTrans;
void Start ()
{
mTrans = transform;
mRb = GetComponent<Rigidbody>();
}
void Update ()
{
if (mRb == null)
{
ApplyDelta(ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime);
}
}
void FixedUpdate ()
{
if (mRb != null)
{
ApplyDelta(Time.deltaTime);
}
}
public void ApplyDelta (float delta)
{
delta *= Mathf.Rad2Deg * Mathf.PI * 2f;
Quaternion offset = Quaternion.Euler(rotationsPerSecond * delta);
if (mRb == null)
{
mTrans.rotation = mTrans.rotation * offset;
}
else
{
mRb.MoveRotation(mRb.rotation * offset);
}
}
}
using UnityEngine;
public class RealTime : MonoBehaviour
{
static RealTime mInst;
float mRealTime = 0f;
float mRealDelta = 0f;
/// <summary>
/// Real time since startup.
/// </summary>
static public float time
{
get
{
#if UNITY_EDITOR
if (!Application.isPlaying) return Time.realtimeSinceStartup;
#endif
if (mInst == null) Spawn();
return mInst.mRealTime;
}
}
/// <summary>
/// Real delta time.
/// </summary>
static public float deltaTime
{
get
{
#if UNITY_EDITOR
if (!Application.isPlaying) return 0f;
#endif
if (mInst == null) Spawn();
return mInst.mRealDelta;
}
}
static void Spawn ()
{
GameObject go = new GameObject("_RealTime");
DontDestroyOnLoad(go);
mInst = go.AddComponent<RealTime>();
mInst.mRealTime = Time.realtimeSinceStartup;
}
void Update ()
{
float rt = Time.realtimeSinceStartup;
mRealDelta = Mathf.Clamp01(rt - mRealTime);
mRealTime = rt;
}
}
左右惯性滑动,上下滑动,同时有角度限制
脚本放在照射 Cube 的相机上,实际转的是相机,不是模型。通过勾选脚本中的 Is Touch 选择是鼠标操作还是触控屏操作。
下面是触控操作效果:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ModelTest : MonoBehaviour
{
public Transform target;
public bool _isTouch;
public float distance = 5.0f;
public float xSpeed