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标题:
Unity3D 第三课如何用滚轮放大缩小你的游戏
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作者:
yeu1233
时间:
2012-8-29 10:05
标题:
Unity3D 第三课如何用滚轮放大缩小你的游戏
首先要以你当前控制的角色为中心,
我们需要以下变量:
//最小缩小距离
public float theDistance = -10f;
//最大缩小距离
public float MaxDistance = -10f;
//缩放速度
public float ScrollKeySpeed = 100.0f;
早Update () 初始化
// 滚轮设置 相机与人物的距离.
if(Input.GetAxis("Mouse ScrollWheel") != 0)
{
theDistance = theDistance + Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ScrollKeySpeed;
}
// 鼠标滚轮滚动
if(theDistance>0)
theDistance = 0;
if(theDistance < MaxDistance)
theDistance = MaxDistance;
下面贴出全部代码
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -85F;
public float maximumY = 4F;
public float rotationY = 0F;
public GameObject target;
public float theDistance = -10f;
public float MaxDistance = -10f;
public float ScrollKeySpeed = 100.0f;
void Update ()
{
target = GameObject.Find("
layer");
// 滚轮设置 相机与人物的距离.
if(Input.GetAxis("Mouse ScrollWheel") != 0)
{
theDistance = theDistance + Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * ScrollKeySpeed;
}
// 鼠标中间滚动得到的值是不确定的,不会正好就是0,或 -10,当大于0时就设距离为0,小于MaxDistance就设置为MaxDistance
if(theDistance>0)
theDistance = 0;
if(theDistance < MaxDistance)
theDistance = MaxDistance;
if(Input.GetMouseButton(1))
{
transform.position = target.transform.position;
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
SetDistance();
}
else
{
transform.position = target.transform.position;
SetDistance();
}
}
void Start ()
{
if (rigidbody)
{
rigidbody.freezeRotation = ***e;
transform.position = target.transform.position;
}
}
//设置相机与人物之间的距离
void SetDistance()
{
transform.Translate(Vector3.forward * theDistance);
}
}
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