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Unity3D實(shí)現(xiàn)物體旋轉(zhuǎn)縮放移動(dòng)效果

本文實(shí)例為大家分享了Unity3D實(shí)現(xiàn)物體旋轉(zhuǎn)縮放移動(dòng)的具體代碼,供大家參考,具體內(nèi)容如下

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由于項(xiàng)目運(yùn)行在安卓上,運(yùn)用到了插件,比較麻煩。你們可以在觸發(fā)條件上進(jìn)行修改,不用插件也可以。

1.下載FingerGestures 插件 下載地址 點(diǎn)擊打開鏈接

2.導(dǎo)入插件,創(chuàng)建場景 將預(yù)設(shè)Finger Gestures Initializer 拖拽到 Hierarchy 視圖中

3.添加腳本,拖拽到攝像機(jī)上。創(chuàng)建一個(gè)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;
 
 /// 
 /// 控制模式枚舉
 /// 
 public enum ControlModel
 {
 Zoom, Rotate, Translate
 }
 
 public ControlModel controlModel = ControlModel.Rotate;
 
 //Vector3 position=new Vector3();
 public bool bArrive = false;//鼠標(biāo)是否到達(dá)零件箱邊界區(qū)域
 //平移方式是否根據(jù)鼠標(biāo)拖動(dòng)距離還是直接置為鼠標(biāo)位置
 public bool ifDragMove = false;
 //平移方式為:根據(jù)鼠標(biāo)拖動(dòng)距離 時(shí),評議的速度
 public float moveSpeed = 1.0f;
 //是夠需要畫出按鈕(縮放、旋轉(zhuǎn)、平移)
 public bool ifDrawBtn = true;
 //縮放方式改為:改變相機(jī)范圍
 public bool zoomCamera = false;
 //zoomCamera = true ,相機(jī)的最小范圍值
 public float minZoom = 0f;
 //zoomCamera = true ,相機(jī)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(dòng)結(jié)束
 void OnFingerDragEnd(int fingerIndex, Vector2 fingerPos)
 {
 Screen.showCursor = true;
 
 onDrag = false;
 }
 
 
 //把Unity屏幕坐標(biāo)換算成3D坐標(biāo)
 Vector3 GetWorldPos(Vector2 screenPos)
 {
 // Camera mainCamera = Camera.main;
 Camera mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent();
 if (!mainCamera.enabled)
 {
  mainCamera = mainCamera.transform.parent.FindChild("CameraOne").GetComponent();
 }
 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;
 }
 
 }
 
 /// 
 /// 復(fù)位
 /// 
 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(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持創(chuàng)新互聯(lián)。


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