我有一个问题,我刚刚发现了几天,问题是我无法在Surface上使用Touch旋转我的对象因为我只能通过鼠标旋转它而我的问题是我必须添加到我的简单的鼠标Roatator脚本?
我是C#和Unity的初学者,所以希望有人能在这里帮助我。
以下是代码:
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Utility
{
public class SimpleMouseRotator_E : MonoBehaviour
{
// A mouselook behaviour with constraints which operate relative to
// this gameobject's initial rotation.
// Only rotates around local X and Y.
// Works in local coordinates, so if this object is parented
// to another moving gameobject, its local constraints will
// operate correctly
// (Think: looking out the side window of a car, or a gun turret
// on a moving spaceship with a limited angular range)
// to have no constraints on an axis, set the rotationRange to 360 or greater.
public Vector2 rotationRange = new Vector3(70, 70);
public float rotationSpeed = 10;
public float dampingTime = 0.2f;
public bool autoZeroVerticalOnMobile = true;
public bool autoZeroHorizontalOnMobile = false;
public bool relative = true;
public GameObject reflectionprobe;
public Vector2 startPos;
public Vector2 direction;
public bool directionChosen;
private Vector3 m_TargetAngles;
private Vector3 m_FollowAngles;
private Vector3 m_FollowVelocity;
private Quaternion m_OriginalRotation;
private bool whileDragging;
private void Start()
{
whileDragging = false;
m_OriginalRotation = transform.localRotation;
}
private void Update()
{
// Track a single touch as a direction control.
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
// Handle finger movements based on touch phase.
switch (touch.phase)
{
// Record initial touch position.
case TouchPhase.Began:
startPos = touch.position;
directionChosen = false;
break;
// Determine direction by comparing the current touch position with the initial one.
case TouchPhase.Moved:
direction = touch.position - startPos;
break;
// Report that a direction has been chosen when the finger is lifted.
case TouchPhase.Ended:
directionChosen = true;
break;
}
}
if (directionChosen)
{
// Something that uses the chosen direction...
}
if (whileDragging)
{
// we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
// read input from mouse or mobile controls
float inputH;
float inputV;
if (relative)
{
inputH = CrossPlatformInputManager.GetAxis("Mouse X");
inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
// wrap values to avoid springing quickly the wrong way from positive to negative
if (m_TargetAngles.y > 180)
{
m_TargetAngles.y -= 360;
m_FollowAngles.y -= 360;
}
if (m_TargetAngles.x > 180)
{
m_TargetAngles.x -= 360;
m_FollowAngles.x -= 360;
}
if (m_TargetAngles.y < -180)
{
m_TargetAngles.y += 360;
m_FollowAngles.y += 360;
}
if (m_TargetAngles.x < -180)
{
m_TargetAngles.x += 360;
m_FollowAngles.x += 360;
}
#if MOBILE_INPUT
// on mobile, sometimes we want input mapped directly to tilt value,
// so it springs back automatically when the look input is released.
if (autoZeroHorizontalOnMobile) {
m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
} else {
m_TargetAngles.y += inputH * rotationSpeed;
}
if (autoZeroVerticalOnMobile) {
m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
} else {
m_TargetAngles.x += inputV * rotationSpeed;
}
#else
// with mouse input, we have direct control with no springback required.
m_TargetAngles.y += inputH * rotationSpeed;
m_TargetAngles.x += inputV * rotationSpeed;
#endif
// clamp values to allowed range
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y * 0.5f, rotationRange.y * 0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x * 1f, rotationRange.x * 0.2f);
}
else
{
inputH = -Input.mousePosition.x;
inputV = -Input.mousePosition.y;
// set values to allowed range
m_TargetAngles.y = Mathf.Lerp(-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH / Screen.width);
m_TargetAngles.x = Mathf.Lerp(-rotationRange.x * 1f, rotationRange.x * 1f, inputV / Screen.height);
}
// smoothly interpolate current values to target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
// update the actual gameobject's rotation
transform.localRotation = m_OriginalRotation * Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
}
}
public void BeginDrag()
{
whileDragging = true;
}
public void EndDrag()
{
whileDragging = false;
}
}
}
也许有人可以帮助我,这将是非常棒的!
来自德国的Grettings
答案 0 :(得分:1)
嗯,为什么不尝试使用它。
float rotSpeed = 20;
void OnMouseDrag(){
float rotX = Input.GetAxis("Mouse X") * rotSpeed * Mathf.Def2Rad;
float rotY = Input.GetAxis("Mouse Y") * rotSpeed * Mathf.Def2Rad;
transform.RotateAround(Vector3.up, -rotX);
transform.RotateAround(Vector3.right, rotY);
}
使用touch input
旋转的简单方法:)