Unity3D实现物体旋转缩放移动效果

本文实例为大家分享了Unity3D实现物体旋转缩放移动的具体代码,供大家参考,具体内容如下

由于项目运行在安卓上,运用到了插件,比较麻烦。你们可以在触发条件上进行修改,不用插件也可以。

1.下载FingerGestures 插件 下载地址 点击打开链接

2.导入插件,创建场景 将预设Finger Gestures Initializer 拖拽到 Hierarchy 视图中

3.添加脚本,拖拽到摄像机上。创建一个方块拖拽到脚本target 属性上。

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;//缩放速度
 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;
 
 /// 
 /// 控制模式枚举
 /// 
 public enum ControlModel
 {
  Zoom, Rotate, Translate
 }
 
 public ControlModel controlModel = ControlModel.Rotate;
 
 //Vector3 position=new Vector3();
 public bool bArrive = false;//鼠标是否到达零件箱边界区域
 //平移方式是否根据鼠标拖动距离还是直接置为鼠标位置
 public bool ifDragMove = false;
 //平移方式为:根据鼠标拖动距离 时,评议的速度
 public float moveSpeed = 1.0f;
 //是够需要画出按钮(缩放、旋转、平移)
 public bool ifDrawBtn = true;
 //缩放方式改为:改变相机范围
 public bool zoomCamera = false;
 //zoomCamera = true ,相机的最小范围值
 public float minZoom = 0f;
 //zoomCamera = true ,相机的最大范围值
 public float maxZoom = 179f;
 //平移对象
 public Transform moveTarget;
 //平移对象的初始位置
 Vector3 moveTargetPos;
 //模型的直接父对象
 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);
   }
  }
 }
 //滑动结束
 void OnFingerDragEnd(int fingerIndex, Vector2 fingerPos)
 {
  Screen.showCursor = true;
 
  onDrag = false;
 }
 
 
 //把Unity屏幕坐标换算成3D坐标
 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()
 {
  ///自由切换
 
  if (Input.GetMouseButtonDown(0))
  {
 
   controlModel = ControlModel.Translate;
  }
 
  if (Input.GetMouseButtonDown(1))
  {
 
   controlModel = ControlModel.Rotate;
  }
 
  if (Input.GetAxis("Mouse ScrollWheel") != 0)
  {
   controlModel = ControlModel.Zoom;
  }
 
 }
 
 /// 
 /// 复位
 /// 
 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内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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