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 onm ouseDown() { //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 onm ouseEnter() { GetComponent<Renderer>().material.color = mouseOverColor;//当鼠标滑过时改变物体颜色为蓝色 } void onm ouseExit() { GetComponent<Renderer>().material.color = originalColor;//当鼠标滑出时恢复物体本来颜色 } IEnumerator onm ouseDown() { 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; } } } }
标签:鼠标,Vector3,transform,旋转,Unity,using,Input,public,3D From: https://www.cnblogs.com/clf125800/p/17215486.html