unity控制物体旋转和缩放

using UnityEngine;
/// <summary>
/// 旋转物体
/// </summary>
public class RotateObject : MonoBehaviour
{
    #region 缩放数据
    [Header("是否需要缩放")]
    public bool m_IsScale;
    [Header("缩放速度")]
    public float m_ScaleSpeed = 10f;
    public float m_MinScale = 0.5f;
    public float m_MaxScale = 5f;
    private Vector3 m_LocalScale;
    /// <summary>
    /// 恢复原本大小
    /// </summary>
    public float m_RevertScale = 1f;
    /// <summary>
    /// 临时缩放大小
    /// </summary>
    private float m_TempScale = 1f;

    #endregion

    #region 旋转数据

    public float m_MinX = -360.0f;
    public float m_MaxX = 360.0f;

    public float m_MinY = -45.0f;
    public float m_MaxY = 45.0f;

    /// <summary>
    /// 左右旋转的速度
    /// </summary>
    [Header("左右旋转的速度")]
    public float m_SensX = 500.0f;
    /// <summary>
    /// 上下旋转的速度
    /// </summary>
    [Header("上下旋转的速度")]
    public float m_SensY = 500.0f;
    private float m_RotationY = 0.0f;
    private float m_RotationX = 0.0f;
    private float m_MouseX;
    private float m_MouseY;
    #endregion
    
    // Start is called before the first frame update
    void Start()
    {
        InitData();
    }

    // Update is called once per frame
    void Update()
    {
        RotateObj();
        if (m_IsScale)
        {
            ScaleObj();
        }
    }

    private void InitData()
    {
        m_RotationX = transform.rotation.eulerAngles.y;
        m_LocalScale = transform.localScale;
        m_TempScale = m_RevertScale;
    }

    /// <summary>
    /// 旋转物体
    /// </summary>
    private void RotateObj()
    {
        if (Input.GetMouseButton(0))
        {
            var x = Input.GetAxis("Mouse X");
            var y = Input.GetAxis("Mouse Y");
            if (x != m_MouseX || y != m_MouseY)
            {
                m_RotationX -= x * m_SensX * Time.deltaTime;
                m_RotationY -= y * m_SensY * Time.deltaTime;
                m_RotationY = Mathf.Clamp(m_RotationY, m_MinY, m_MaxY);
                m_MouseX = x;
                m_MouseY = y;
                transform.localEulerAngles = new Vector3(-m_RotationY, m_RotationX, 0);
            }
        }       
    }

    /// <summary>
    /// 缩放物体
    /// </summary>
    private void ScaleObj()
    {
        float wheel = Input.GetAxis("Mouse ScrollWheel");
        if (wheel > 0)
        {
            if (m_TempScale < m_MaxScale)
            {
                m_TempScale += Time.deltaTime * m_ScaleSpeed;
            }
            transform.localScale = new Vector3(m_LocalScale.x* m_TempScale, m_LocalScale.y * m_TempScale, m_LocalScale.z * m_TempScale);
        }
        else if (wheel < 0)
        {
            if (m_TempScale > m_MinScale)
            {
                m_TempScale -= Time.deltaTime * m_ScaleSpeed;
            }
            transform.localScale = new Vector3(m_LocalScale.x * m_TempScale, m_LocalScale.y * m_TempScale, m_LocalScale.z * m_TempScale);
        }
		//恢复默认大小
        if (Input.GetKeyDown(KeyCode.Space))
        {
            transform.localScale = m_LocalScale;
            m_TempScale = m_RevertScale;
        }

    }

}

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