unity3d實(shí)現(xiàn)鼠標(biāo)拖拽旋轉(zhuǎn)
怎么實(shí)現(xiàn)unity3d 鼠標(biāo)拖拽旋轉(zhuǎn),滾輪縮放的功能呢?下面是學(xué)習(xí)啦小編收集整理關(guān)于unity3d 鼠標(biāo)拖拽旋轉(zhuǎn),滾輪縮放的功能的資料以供大家參考學(xué)習(xí),希望大家喜歡。
unity3d 鼠標(biāo)拖拽旋轉(zhuǎn),滾輪縮放的功能的詳細(xì)代碼
var target : Transform;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
var initDis = 20;
var minDis = 3.0;
var maxDis = 50.0;
var wheelSpeed = 5;
static var x = 0.0;
static var y = 0.0;
static var distance;
private var position;
private var rotation;
function Start () {
x = 130;
y = 30;
transform.rotation = Quaternion.Euler(y, x, 0);;
transform.position = Quaternion.Euler(y, x, 0) * Vector3(0.0, 0.0, -initDis) + target.position;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function Update () {
if (target) {
distance = Vector3.Distance(target.position,transform.position);
if(Input.GetMouseButton(1)){
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance-= Input.GetAxis("Mouse ScrollWheel")*wheelSpeed;//獲取鼠標(biāo)中建響應(yīng)
distance = Mathf.Clamp(distance,minDis,maxDis);//距離取最大值和最小值
rotation = Quaternion.Euler(y, x, 0);
position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
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