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Unity3D實現物體旋轉縮放移動效果

2020-01-24 00:09:45
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本文實例為大家分享了Unity3D實現物體旋轉縮放移動的具體代碼,供大家參考,具體內容如下

由于項目運行在安卓上,運用到了插件,比較麻煩。你們可以在觸發條件上進行修改,不用插件也可以。

1.下載FingerGestures 插件 下載地址 點擊打開鏈接

2.導入插件,創建場景 將預設Finger Gestures Initializer 拖拽到 Hierarchy 視圖中

3.添加腳本,拖拽到攝像機上。創建一個方塊拖拽到腳本target 屬性上。

using UnityEngine;using System.Collections; public class ObjectControl : MonoBehaviour{ public Transform target; public float yawSensitivity = 80.0f; public float pitchSensitivity = 160.0f; public bool clampPitchAngle = true; public float pinchZoomSensitivity = 0.5f;//縮放速度 public float smoothZoomSpeed = 10.0f; public float smoothOrbitSpeed = 20.0f; public float distance = 0;  float yaw = 0; float pitch = 0; float idealYaw = 0; float idealPitch = 0; float fChangeScale = 0; float fChangeideal = 0; public Transform[] movementP;  /// <summary> /// 控制模式枚舉 /// </summary> public enum ControlModel { Zoom, Rotate, Translate }  public ControlModel controlModel = ControlModel.Rotate;  //Vector3 position=new Vector3(); public bool bArrive = false;//鼠標是否到達零件箱邊界區域 //平移方式是否根據鼠標拖動距離還是直接置為鼠標位置 public bool ifDragMove = false; //平移方式為:根據鼠標拖動距離 時,評議的速度 public float moveSpeed = 1.0f; //是夠需要畫出按鈕(縮放、旋轉、平移) public bool ifDrawBtn = true; //縮放方式改為:改變相機范圍 public bool zoomCamera = false; //zoomCamera = true ,相機的最小范圍值 public float minZoom = 0f; //zoomCamera = true ,相機的最大范圍值 public float maxZoom = 179f; //平移對象 public Transform moveTarget; //平移對象的初始位置 Vector3 moveTargetPos; //模型的直接父對象 public Transform parentModel; Vector3 parentModelPos;  void Start() { zoomCamera = true; }  void OnEnable() {  FingerGestures.OnDragMove += FingerGestures_OnDragMove; FingerGestures.OnPinchMove += FingerGestures_OnPinchMove; FingerGestures.OnFingerDragEnd += OnFingerDragEnd;  }  void OnDisable() { FingerGestures.OnDragMove -= FingerGestures_OnDragMove; FingerGestures.OnPinchMove -= FingerGestures_OnPinchMove; FingerGestures.OnFingerDragEnd -= OnFingerDragEnd; }  public void setRotation() { Vector3 angles = target.eulerAngles; yaw = idealYaw = angles.y; pitch = idealPitch = angles.x; }  void FingerGestures_OnDragMove(Vector2 fingerPos, Vector2 delta) { onDrag = true; try {  Screen.showCursor = false; } catch {  Screen.showCursor = false; } if (controlModel == ControlModel.Rotate && !bArrive) {  idealYaw -= delta.x * yawSensitivity * 0.02f;  idealPitch += delta.y * pitchSensitivity * 0.02f;  len = delta;  if (target) target.transform.Rotate(new Vector3(delta.y, -delta.x, 0), Space.World); } if (controlModel == ControlModel.Translate && !bArrive) {  if (ifDragMove)  {  if (moveTarget == null)  {   target.position = new Vector3(target.position.x + delta.x * moveSpeed, target.position.y + delta.y * moveSpeed, target.localPosition.z);// GetWorldPos( fingerPos );  }  else  {   moveTarget.position = new Vector3(moveTarget.position.x + delta.x * moveSpeed, moveTarget.position.y + delta.y * moveSpeed, moveTarget.localPosition.z);  }  }  else  {  if (moveTarget == null)  {   target.position = GetWorldPos(fingerPos);  }  else  {   moveTarget.position = GetWorldPos(fingerPos);  }  } }  }  void FingerGestures_OnPinchMove(Vector2 fingerPos1, Vector2 fingerPos2, float delta) {  if (controlModel == ControlModel.Zoom && !bArrive) {  if (zoomCamera)  {  float fZoom = camera.fieldOfView - delta * pinchZoomSensitivity * 800 * Time.deltaTime;  fZoom = Mathf.Min(fZoom, maxZoom);  fZoom = Mathf.Max(fZoom, minZoom);  camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, fZoom, Time.deltaTime * smoothZoomSpeed);  // camera.transform.position = target.position - fZoom * camera.transform.forward;  }  else  {   fChangeScale = target.localScale.x + delta * pinchZoomSensitivity;   Vector3 vc = new Vector3(fChangeScale, fChangeScale, fChangeScale);  } } } //滑動結束 void OnFingerDragEnd(int fingerIndex, Vector2 fingerPos) { Screen.showCursor = true;  onDrag = false; }   //把Unity屏幕坐標換算成3D坐標 Vector3 GetWorldPos(Vector2 screenPos) { // Camera mainCamera = Camera.main; Camera mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>(); if (!mainCamera.enabled) {  mainCamera = mainCamera.transform.parent.FindChild("CameraOne").GetComponent<Camera>(); } return mainCamera.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, Mathf.Abs(target.position.z - mainCamera.transform.position.z))); }  void Apply() { if (controlModel == ControlModel.Rotate && !bArrive) {  yaw = Mathf.Lerp(yaw, idealYaw, Time.deltaTime * smoothOrbitSpeed);  pitch = Mathf.Lerp(pitch, idealPitch, Time.deltaTime * smoothOrbitSpeed); } } bool onDrag; Vector2 len;  void LateUpdate() { if (Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(0)) {  Screen.showCursor = true; } Apply(); }  static float ClampAngle(float angle, float min, float max) { if (angle < -360)  angle += 360;  if (angle > 360)  angle -= 360;  return Mathf.Clamp(angle, min, max); }  void Update() { ///自由切換  if (Input.GetMouseButtonDown(0)) {   controlModel = ControlModel.Translate; }  if (Input.GetMouseButtonDown(1)) {   controlModel = ControlModel.Rotate; }  if (Input.GetAxis("Mouse ScrollWheel") != 0) {  controlModel = ControlModel.Zoom; }  }  /// <summary> /// 復位 /// </summary> public void ResetValue() { if (moveTarget != null) {  moveTarget.localPosition = moveTargetPos; } if (parentModel != null) {  parentModel.localPosition = parentModelPos; } yaw = 0; pitch = 0; idealYaw = 0; idealPitch = 0; } }

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持武林網。

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