标签:input == sep engine cal system void ica unit
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class build : MonoBehaviour {
public GameObject camera_main;
public GameObject camera_front;
public int cameraflag;
public Vector3 pos;
public GameObject Abuild;
public Dropdown drp;
public float x, y;
public float speed= 10.0f;
void Start()
{
camera_main = GameObject.Find("Camera");
camera_front = GameObject.Find("Camera_front");
camera_front.SetActive(false);
cameraflag = 1;
}
void Update () {
//按住鼠标左键旋转模型
if (Input.GetMouseButton(0)&&Abuild!=null)
{
//鼠标按着左键移动
y = Input.GetAxis("Mouse X") * Time.deltaTime * speed;
x = Input.GetAxis("Mouse Y") * Time.deltaTime * speed;
Abuild.transform.Rotate(new Vector3(x, y, 0));
}
//键盘上下左右键实现模型的移动
if (Input.GetAxis("Horizontal") != 0 && Abuild != null)
{
Abuild.transform.Translate(Input.GetAxis("Horizontal") * 3, 0, 0);
}
if (Input.GetAxis("Vertical") != 0 && Abuild != null)
{
Abuild.transform.Translate(0, 0,Input.GetAxis("Vertical") * 3);
}
//鼠标滑轮实现模型的放缩
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
Abuild.transform.localScale += new Vector3(Input.GetAxis("Mouse ScrollWheel"), Input.GetAxis("Mouse ScrollWheel"), Input.GetAxis("Mouse ScrollWheel"));
}
if (Input.GetMouseButtonDown(1) && cameraflag > 0)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
pos = hit.point;
if (hit.transform.gameObject.name == "Plane")
pick = GameObject.Instantiate(Resources.Load("选中"), pos, transform.rotation) as GameObject;
else
{
Debug.Log("已选中物体!");
Abuild = hit.transform.gameObject;
}
}
}
//实现相机之间转换的函数
public void changecamera()
{
cameraflag = -cameraflag;
if (cameraflag > 0)
{
camera_main.SetActive(true);
camera_front.SetActive(false);
}
else
{
camera_main.SetActive(false);
camera_front.SetActive(true);
Abuild = null;
}
}
}
unity3d中点击一个按钮实现相机之间的转换,点选已添加物体,并使用键盘实现移动、鼠标实现旋转、缩放操作
标签:input == sep engine cal system void ica unit
原文地址:http://www.cnblogs.com/xuyt/p/7749376.html