Unity 鼠標旋轉(zhuǎn)物體360展示
Unity 鼠標旋轉(zhuǎn)物體360度展示操作如下:
PC端
using UnityEngine;
using System.Collections;
public class DragRound : MonoBehaviour {
public Transform obj;
public float speed = 2;
private bool _mouseDown = false;
void Update ()
{
if (Input.GetMouseButtonDown(0))
_mouseDown = true;
else if (Input.GetMouseButtonUp(0))
_mouseDown = false;
if (_mouseDown)
{
float fMouseX = Input.GetAxis("Mouse X");
float fMouseY = Input.GetAxis("Mouse Y");
obj.Rotate(Vector3.up, -fMouseX * speed, Space.World);
obj.Rotate(Vector3.right, fMouseY * speed, Space.World);
}
}
}
移動端
using UnityEngine;
using System.Collections;
public class DragRoundPhone : MonoBehaviour {
private Vector3 startFingerPos;
private Vector3 nowFingerPos;
private float xMoveDistance;
private float yMoveDistance;
private int backValue = 0;
public GameObject obj;
void Update()
{
if (Input.touchCount <= 0)
{
return;
}
if (Input.GetTouch(0).phase == TouchPhase.Began)
{
//Debug.Log("======開始觸摸=====");
startFingerPos = Input.GetTouch(0).position;
}
nowFingerPos = Input.GetTouch(0).position;
if ((Input.GetTouch(0).phase == TouchPhase.Stationary) || (Input.GetTouch(0).phase == TouchPhase.Ended))
{
startFingerPos = nowFingerPos;
//Debug.Log("======釋放觸摸=====");
return;
}
// if (Input.GetTouch(0).phase == TouchPhase.Ended) {
//
// }
if (startFingerPos == nowFingerPos)
{
return;
}
xMoveDistance = Mathf.Abs(nowFingerPos.x - startFingerPos.x);
yMoveDistance = Mathf.Abs(nowFingerPos.y - startFingerPos.y);
if (xMoveDistance > yMoveDistance)
{
if (nowFingerPos.x - startFingerPos.x > 0)
{
//Debug.Log("=======沿著X軸負方向移動=====");
backValue = -1; //沿著X軸負方向移動
}
else
{
//Debug.Log("=======沿著X軸正方向移動=====");
backValue = 1; //沿著X軸正方向移動
}
}
else
{
if (nowFingerPos.y - startFingerPos.y > 0)
{
//Debug.Log("=======沿著Y軸正方向移動=====");
backValue = 2; //沿著Y軸正方向移動
}
else
{
//Debug.Log("=======沿著Y軸負方向移動=====");
backValue = -2; //沿著Y軸負方向移動
}
}
if (backValue == -1)
{
obj.transform.Rotate(Vector3.up * -1 * Time.deltaTime * 50, Space.World);
}
else if (backValue == 1)
{
obj.transform.Rotate(Vector3.up * Time.deltaTime * 50, Space.World);
}
else if (backValue == 2)
{
obj.transform.Rotate(Vector3.right * Time.deltaTime * 50, Space.World);
}
else if (backValue == -2)
{
obj.transform.Rotate(Vector3.right * -1 * Time.deltaTime * 50, Space.World);
}
}
}
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