一、鼠标控制3D物体移动
1.使用协程
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlMove : MonoBehaviour
{
Vector3 cubeScreenPos;
Vector3 offset;
void Start()
{
StartCoroutine(OnMouseDown());//在Start方法中调用StartCoroutine(要调用的协程方法)
}
//协程
IEnumerator OnMouseDown()
{
//1. 得到物体的屏幕坐标
cubeScreenPos = Camera.main.WorldToScreenPoint(transform.position);
//2. 计算偏移量
//鼠标的三维坐标
Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, cubeScreenPos.z);
//鼠标三维坐标转为世界坐标
mousePos = Camera.main.ScreenToWorldPoint(mousePos);
offset = transform.position - mousePos;
//3. 物体随着鼠标移动
while (Input.GetMouseButton(0))
{
//目前的鼠标二维坐标转为三维坐标
Vector3 curMousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, cubeScreenPos.z);
//目前的鼠标三维坐标转为世界坐标
curMousePos = Camera.main.ScreenToWorldPoint(curMousePos);
//物体世界位置
transform.position = curMousePos + offset;
yield return new WaitForFixedUpdate(); //这个很重要,循环执行
}
}
}
2.鼠标左键控制物体移动,鼠标碰到物体,物体颜色改变
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformModel : MonoBehaviour
{
//鼠标经过时改变物体颜色
private Color mouseOverColor = Color.blue;//声明变量为蓝色
private Color originalColor;//声明变量来存储本来颜色
void Start()
{
originalColor = GetComponent<Renderer>().sharedMaterial.color;//开始时得到物体着色
}
void OnMouseEnter()
{
GetComponent<Renderer>().material.color = mouseOverColor;//当鼠标滑过时改变物体颜色为蓝色
}
void OnMouseExit()
{
GetComponent<Renderer>().material.color = originalColor;//当鼠标滑出时恢复物体本来颜色
}
IEnumerator OnMouseDown()
{
Vector3 screenSpace = Camera.main.WorldToScreenPoint(transform.position);//三维物体坐标转屏幕坐标
//将鼠标屏幕坐标转为三维坐标,再计算物体位置与鼠标之间的距离
var offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
while (Input.GetMouseButton(0))
{
//将鼠标位置二维坐标转为三维坐标
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
//将鼠标转换的三维坐标再转换成世界坐标+物体与鼠标位置的偏移量
var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
transform.position = curPosition;
yield return new WaitForFixedUpdate();//循环执行
}
}
}
二、鼠标控制3D物体旋转
1. 控制物体左右旋转,上下旋转
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformModel : MonoBehaviour
{
//上下旋转最大角度限制
public int yMinLimit = -20;
public int yMaxLimit = 80;
//旋转速度
public float xSpeed = 250.0f;//左右旋转速度
public float ySpeed = 120.0f;//上下旋转速度
//旋转角度
private float x = 0.0f;
private float y = 0.0f;
void Update()
{
if (Input.GetMouseButton(1))
{
//Input.GetAxis("MouseX")获取鼠标移动的X轴的距离
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
//欧拉角转化为四元数
Quaternion rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
}
}
//角度范围值限定
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);
}
}
2. 控制摄像机以物体为中心旋转
脚本挂载到摄像机上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformModel : MonoBehaviour
{
public Transform CenObj;//围绕的物体
private Vector3 Rotion_Transform;
private new Camera camera;
void Start()
{
camera = GetComponent<Camera>();
Rotion_Transform = CenObj.position;
}
void Update()
{
Ctrl_Cam_Move();
Cam_Ctrl_Rotation();
}
//镜头的远离和接近
public void Ctrl_Cam_Move()
{
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
transform.Translate(Vector3.forward * 1f);//速度可调 自行调整
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
transform.Translate(Vector3.forward * -1f);//速度可调 自行调整
}
}
//摄像机的旋转
public void Cam_Ctrl_Rotation()
{
var mouse_x = Input.GetAxis("Mouse X");//获取鼠标X轴移动
var mouse_y = -Input.GetAxis("Mouse Y");//获取鼠标Y轴移动
if (Input.GetKey(KeyCode.Mouse1))
{
transform.RotateAround(Rotion_Transform, Vector3.up, mouse_x * 5);
transform.RotateAround(Rotion_Transform, transform.right, mouse_y * 5);
}
}
}
三、鼠标控制3D物体缩放
1. 基于物体本身的Transform的缩放
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformModel : MonoBehaviour
{
//缩放比例限制
public float MinScale = 0.2f;
public float MaxScale = 3.0f;
//缩放比例
private float scale = 1.0f;
void Update()
{
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
scale += Input.GetAxis("Mouse ScrollWheel");
scale = Mathf.Clamp(scale, MinScale, MaxScale);
transform.localScale = new Vector3(scale, scale, scale);
}
}
}
2. 基于摄像机的远近的缩放
脚本挂载到摄像机上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransformModel : MonoBehaviour
{
void Update()
{
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//鼠标滚动滑轮 值就会变化
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
//范围值限定
if (Camera.main.fieldOfView <= 100)//摄像机采用Perspective透视
Camera.main.fieldOfView += 2;
if (Camera.main.orthographicSize <= 20)//摄像机采用Orthograpic正交
Camera.main.orthographicSize += 0.5F;
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
//范围值限定
if (Camera.main.fieldOfView > 2)//摄像机采用Perspective透视
Camera.main.fieldOfView -= 2;
if (Camera.main.orthographicSize >= 1)//摄像机采用Orthograpic正交
Camera.main.orthographicSize -= 0.5F;
}
}
}
}