这个是控制相机:(44条消息) unity 相机 旋转缩放查看 物体或地图_unity旋转查看物体_野区捕龙为宠的博客-CSDN博客
下面的是控制物体本身:
知识点:
Input.GetMouseButton(0)
获取鼠标输入,参数为一个int值
为0的时候获取的是左键
Input.GetMouseButton(1)
为1的时候获取的是右键
Input.GetMouseButton(2)
为2的时候获取的是中键(就是那个滑轮)
Input.GetMouseButton
鼠标点击
Input.GetMouseButtonUp
鼠标松开
Input.GetMouseButtonDown
鼠标按压
Camera.main.ScreenToWorldPoint
屏幕坐标转化为世界坐标
Quaternion rotation = Quaternion.Euler(0, 0, 0);
欧拉角转化为四元数
Input.GetKey(KeyCode.Mouse2)//按下滚轮键
尊重原著:Unity鼠标控制物体的旋转、移动、缩放等_unity 获取鼠标移动距离_Cuijiahao的博客-CSDN博客
方法一:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseControlModel : MonoBehaviour
{
//旋转最大角度
public int yMinLimit = -20;
public int yMaxLimit = 80;
//旋转速度
public float xSpeed = 250.0f;
public float ySpeed = 120.0f;
//旋转角度
private float x = 0.0f;
private float y = 0.0f;
void Update()
{
if (Input.GetMouseButton(0))
{
//将屏幕坐标转化为世界坐标 ScreenToWorldPoint函数的z轴不能为0,不然返回摄像机的位置,而Input.mousePosition的z轴为0
//z轴设成10的原因是摄像机坐标是(0,0,-10),而物体的坐标是(0,0,0),所以加上10,正好是转化后物体跟摄像机的距离
Vector3 temp = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10));
transform.position = temp;
}
else 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;
}
else 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)
Camera.main.fieldOfView += 2;
if (Camera.main.orthographicSize <= 20)
Camera.main.orthographicSize += 0.5F;
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
//范围值限定
if (Camera.main.fieldOfView > 2)
Camera.main.fieldOfView -= 2;
if (Camera.main.orthographicSize >= 1)
Camera.main.orthographicSize -= 0.5F;
}
}
}
//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);
}
}
方法二:
尊重原著:Unity中通过鼠标实现移动、缩放、旋转_unity 鼠标旋转缩放_rich22851716的博客-CSDN博客
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseControlModel02 : MonoBehaviour
{
public float RotateXSpeed = 1;//旋转速度
public float RotateYSpeed = 1;
public float xSpeed = 1;//移动位置速度
public float ySpeed = 1;
float posX;
float posY;
public float translateSensity = 1;
float mousX;
float mousY;
public float nomalscale = 0.5f;
public float MouseWheelSensitivity = 0.9f;//放大缩小 速度
public float MouseZoomMinx = 0.2f;
public float MouseZoomMax = 2f;
protected GameObject obj;
public bool isRotate = true;
void Start()
{
}
void FixedUpdate()
{
posX = this.gameObject.transform.localPosition.x;
posY = this.gameObject.transform.localPosition.y;
if (this.gameObject.transform.localScale != new Vector3(0.000001f, 0.000001f, 0.000001f))
{
if (Input.GetMouseButton(1))
{
if (isRotate)
{
mousX = Input.GetAxis("Mouse X");
mousY = Input.GetAxis("Mouse Y");
this.transform.Rotate(mousY * RotateYSpeed, -mousX * RotateXSpeed, 0, Space.World);
}
else
{
}
}
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
if (nomalscale >= MouseZoomMinx && nomalscale <= MouseZoomMax)
{
nomalscale += Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
}
if (nomalscale < MouseZoomMinx)
{
nomalscale = MouseZoomMinx;
}
if (nomalscale > MouseZoomMax)
{
nomalscale = MouseZoomMax;
}
this.transform.localScale = new Vector3(nomalscale, nomalscale, nomalscale);
}
if (Input.GetKey(KeyCode.Mouse2))
{
posX += Input.GetAxis("Mouse X") * xSpeed * translateSensity;
posY += Input.GetAxis("Mouse Y") * ySpeed * translateSensity;
Vector3 pos = new Vector3(posX, posY, this.gameObject.transform.localPosition.z);
this.gameObject.transform.localPosition = pos;
}
}
}
}