问题:
怎么让当手指滑动的同时对应的模型发生旋转
解决办法:
1:通过控制摄像机或者模型来实现效果
2:通过获取鼠标移动时X轴Y轴的偏移量来确定模型的旋转角度
3:为了不让人感觉到突兀,建议使用Mathf.SmoothDamp方法实现角度的改变
实现代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChinarSmoothUi3DCamera : MonoBehaviour {
public Transform point;
private Vector3 Tras = Vector3.zero;
public float distance = 10.0f;
public float minDistance = 2f;
public float maxDistance = 15f;
public float zoomSpeed = 1f;
public float xSpeed = 250.0f;
public float ySpeed = 250.0f;
public bool allowYTilt = true;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
private float x = 0.0f;
private float y = 0.0f;
private float targetX = 0f;
private float targetY = 0f;
public float targetDistance = 0f;
private float xVelocity = 1f;
private float yVelocity = 1f;
private float zoomVelocity = 1f;
void Start () {
Vector3 tange = transform.eulerAngles;
targetX = x = tange.x;
//targetY = y = ClampAngle(tange.y, yMinLimit, yMaxLimit);
targetDistance = distance;
}
// Update is called once per frame
void LateUpdate() {
if(point==null)
{
return;
}
if(Input.GetAxis("Mouse ScrollWheel")>0)
{
targetDistance -= zoomSpeed;
}
if(Input.GetAxis("Mouse ScrollWheel")<0)
{
targetDistance += zoomSpeed;
}
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if(Input.GetMouseButton(1))
{
targetX+= Input.GetAxis("Mouse X") * xSpeed * 0.02f;
if (allowYTilt)
{
//targetY -= Input.GetAxis("Mouse Y") * xSpeed * 0.02f;
//targetY= ClampAngle(targetY, yMinLimit, yMaxLimit);
}
}
x = Mathf.SmoothDampAngle(x, targetX, ref xVelocity, 0.3f);
//y = allowYTilt ? Mathf.SmoothDampAngle(y, targetY, ref yVelocity, 0.3f) : targetY;
//Quaternion rotation = Quaternion.Euler(y, x, 0);
Quaternion rotation = Quaternion.Euler(0, x, 0);
distance = Mathf.SmoothDamp(distance, targetDistance, ref zoomVelocity, 0.5f);
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + point.position + Tras;
transform.rotation = rotation;
transform.position = position;
}
public float ClampAngle(float angle,float min,float max)
{
if(angle>360)
{
angle -= 360;
}
if(angle<-360)
{
angle += 360;
}
return Mathf.Clamp(angle, min, max);
}
}