实现鼠标控制场景的视野及移动
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实现鼠标控制场景的视野及移动
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1.移動場景中的物體
using UnityEngine; using System.Collections;public class DragAndDrog : MonoBehaviour {private GameObject target;private bool isMouseDrag;private Vector3 screenPosition;private Vector3 offset;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {GameObjectDragAndDrog();}//任意拖拽private GameObject ReturnGameObjectDrag(out RaycastHit hit){target = null;Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);if (Physics.Raycast(ray.origin, ray.direction * 10, out hit)){target = hit.collider.gameObject;}return target;}//拖拽Updataprivate void GameObjectDragAndDrog(){if (Input.GetMouseButtonDown (0)){RaycastHit hitInfo;target = ReturnGameObjectDrag(out hitInfo);if (target != null){isMouseDrag = true; //將目標對象的世界坐標轉化為屏幕坐標screenPosition = Camera.main.WorldToScreenPoint(target.transform.position); //得到鼠標的世界坐標與目標世界坐標的偏移量offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPosition.z));} }if (Input.GetMouseButtonUp(0)){isMouseDrag = false;}if (isMouseDrag){Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPosition.z); //鼠標的世界坐標加上偏移量,即為目標對象的終點Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenSpace) + offset; //target.transform.localPosition = new Vector3(currentPosition.x, currentPosition.y, currentPosition.z);}}}本腳本可以加載任意一個對象GameObject,場景中所有帶Collider的對象,當鼠標點擊拖動時候都可以沿x和z軸拖動。之前,都是要拖動那個GameObject就會寫一個腳本掛在上面,今天實現了不用每一個要拖動的GameObject都掛載腳本,也不用將移動的GameObject賦給某個變量。?
2。鼠標滾輪控制視野
void Update () {//鼠標滾輪的效果//Camera.main.fieldOfView 攝像機的視野//Camera.main.orthographicSize 攝像機的正交投影//Zoom outif (Input.GetAxis("Mouse ScrollWheel") < 0){if (Camera.main.fieldOfView <= 100)Camera.main.fieldOfView += 2;if (Camera.main.orthographicSize <= 20)Camera.main.orthographicSize += 0.5F;}//Zoom inif (Input.GetAxis("Mouse ScrollWheel") > 0){if (Camera.main.fieldOfView > 2)Camera.main.fieldOfView -= 2;if (Camera.main.orthographicSize >= 1)Camera.main.orthographicSize -= 0.5F;}}?
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