滑动屏幕以旋转相机

时间:2014-06-14 15:18:31

标签: c# unity3d

我正在使用Unity3D为智能手机编写3D游戏,并且不知道进行相机旋转(第一人称视角)。

制作虚拟操纵杆太难了,所以我决定在屏幕上滑动相机旋转。

用户轻扫智能手机的屏幕和相机转过来。

旋转工作,但始终从相同位置开始。

保存最后位置会中断所有旋转(旋转是歪斜的)。

我的代码:

using UnityEngine;
using System.Collections;

public class Look : MonoBehaviour {

public float sensitivityX = 1F;
public float sensitivityY = 1F;

public float minimumX = -360F;
public float maximumX = 360F;

public float minimumY = -25F;
public float maximumY = 25F;

float rotationX = 0F;
float rotationY = 0F;

float oldRotationX = 0F;
float oldRotationY = 0F;

float lastX = 0F;
float lastY = 0F;

Quaternion originalRotation;

void Update ()
{
    if (Input.touches.Length > 0)
    {
        if(Input.touches[0].phase == TouchPhase.Began)
        {
            lastX = Input.touches[0].position.x;
            lastY = Input.touches[0].position.y;

            rotationX = transform.localEulerAngles.x;
            rotationY = transform.localEulerAngles.y;

            oldRotationX = rotationX;
            oldRotationY = rotationY;
        }

        if(Input.touches[0].phase == TouchPhase.Moved)
        {
            rotationX = (oldRotationX + (Input.touches[0].position.x - lastX)) * sensitivityX;
            rotationY = (oldRotationY + (Input.touches[0].position.y - lastY)) * sensitivityY;

            rotationX = ClampAngle (rotationX, minimumX, maximumX);
            rotationY = ClampAngle (rotationY, minimumY, maximumY);

            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);

            transform.localRotation = originalRotation * xQuaternion * yQuaternion;
        }

        //this should make rotating from last position, but it
        //makes rotating incorrect (askew)
        //without code below rotating works, but on always
        //starts from the same position
        if(Input.touches[0].phase == TouchPhase.Ended)
        {
            originalRotation = transform.localRotation;
        }
    }
}

void Start ()
{
    if (rigidbody)
        rigidbody.freezeRotation = true;

    originalRotation = transform.localRotation;
}

public static float ClampAngle (float angle, float min, float max)
{
    if (angle < -360F)
        angle += 360F;
    if (angle > 360F)
        angle -= 360F;
    return Mathf.Clamp (angle, min, max);
}
}

请帮帮我。感谢。

2 个答案:

答案 0 :(得分:1)

您可以使用inputs,特别是触摸位置。然后,您可以在mouse look script中应用类似的效果。

基本上你想要的代码是:

rotationX += Input.touches[0].position.x * sensitivityX;
rotationY += Input.touches[0].position.y * sensitivityY

Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);

transform.localRotation *= xQuaternion * yQuaternion;

答案 1 :(得分:-1)

if(Input.touches.Length > 0 && Input.GetTouch(0).phase == TouchPhase.Moved){ 
  transform.Rotate(new Vector3(-Input.GetTouch(0).deltaPosition.y,Input.GetTouch(0).deltaPosition.x,0)*speed*Time.deltaTime);
  transform.rotation=Quaternion.Euler(transform.rotation.eulerAngles.x,transform.rotation.eulerAngles.y,0);
}