我有一个游戏对象,位置和旋转最初设置为
mainModel.transform.position = new Vector3 (-3.25f,-0.2f,0.1f);
mainModel.transform.rotation = Quaternion.Euler (0,95,0);
然后我以滑动方式旋转模型
f_difX = Mathf.Abs(f_lastX - Input.GetAxis ("Mouse X"));
if (f_lastX < Input.GetAxis ("Mouse X"))
{
i_direction = -1;
if (yPos > (Screen.height*3 / 4)) {
Swinginfo.SetActive (true);
Swinginfo2.SetActive (false);
} else if(yPos < (Screen.height*3 / 4) && yPos > (Screen.height / 4)){
m_CurrentObj.transform.Rotate(Vector3.up, -f_difX);
}
}
if (f_lastX > Input.GetAxis ("Mouse X"))
{
i_direction = 1;
if (yPos > (Screen.height*3 / 4)) {
Swinginfo.SetActive (false);
Swinginfo2.SetActive (true);
} else if(yPos < (Screen.height*3 / 4) && yPos > (Screen.height / 4)){
m_CurrentObj.transform.Rotate(Vector3.up, f_difX);
}
}
f_lastX = -Input.GetAxis ("Mouse X")*1.5f;
模型旋转。
当我想设置其初始位置和旋转时,我设置为
mainModel.transform.position = new Vector3 (-3.25f,-0.2f,0.1f);
mainModel.transform.rotation = Quaternion.Euler (0,95,0);
但它并没有改变回初始设置。 我怎样才能拥有初始位置和轮换?
编辑:
Debug.Log ("RangeViewScript.index "+RangeViewScript.index);
if (RangeViewScript.index == 0) {//pass
mainModel.transform.position = new Vector3 (-3.25f,-0.2f,0);
mainModel.transform.rotation = Quaternion.Euler (0,95,0);
Debug.Log ("Reset 0 is called");
}else if (RangeViewScript.index == 1) {//cheapshot
mainModel.transform.position = new Vector3 (-2.6f,-0.2f,0);
mainModel.transform.rotation = Quaternion.Euler (0,105,0);
Debug.Log ("Reset 1 is called");
}else if (RangeViewScript.index == 2) {//fullswing driver
mainModel.transform.position = new Vector3 (-5.0f,-0.2f,0);
mainModel.transform.rotation = Quaternion.Euler (0,90,0);
Debug.Log ("Reset 2 is called");
}else if (RangeViewScript.index == 3) {//putting
mainModel.transform.position = new Vector3 (-1.9f,-0.2f,0.1f);
mainModel.transform.rotation = Quaternion.Euler (0,95,0);
Debug.Log ("Reset 3 is called");
}else if (RangeViewScript.index == 4) {//shoot
mainModel.transform.position = new Vector3 (-2.75f,-0.2f,0.69f);
mainModel.transform.rotation = Quaternion.Euler (0,100,0);
Debug.Log ("Reset 4 is called");
}else if (RangeViewScript.index == 5) {//shoot
mainModel.transform.position = new Vector3 (-3.25f,-0.2f,0.1f);
mainModel.transform.rotation = Quaternion.Euler (0,95,0);
Debug.Log ("Reset 5 is called");
}