private Camera cam; private GameObject go; public static string btnName; private Vector3 screenSpace; private Vector3 offset; private bool isDrage = false; //public GameObject a; void Start() { cam = Camera.main; } void Update() { Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (isDrage == false) { if (Physics.Raycast(ray, out hitInfo)) { Debug.DrawLine(ray.origin, hitInfo.point); if (hitInfo.collider.tag == "MOVEWIN") { go = hitInfo.collider.gameObject; //print(btnName); screenSpace = cam.WorldToScreenPoint(go.transform.position); offset = go.transform.position - cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z)); btnName = go.name; } } else { btnName = null; } } if (Input.GetMouseButton(0)) { Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); Vector3 currentPosition = cam.ScreenToWorldPoint(currentScreenSpace) + offset; if (btnName != null) { go.transform.position = currentPosition; } isDrage = true; } else { isDrage = false; } } unity 在这个代码上添加鼠标右键旋转物体代码
时间: 2024-02-10 16:14:25 浏览: 137
您可以尝试在Update()函数中添加以下代码,实现鼠标右键旋转物体的功能:
```csharp
if (Input.GetMouseButton(1)) // 判断鼠标右键是否按下
{
float rotX = Input.GetAxis("Mouse X") * 5f; // 获取鼠标在X轴方向的移动距离
float rotY = Input.GetAxis("Mouse Y") * 5f; // 获取鼠标在Y轴方向的移动距离
go.transform.Rotate(Vector3.up, -rotX, Space.World); // 绕物体的Y轴旋转
go.transform.Rotate(Vector3.right, rotY, Space.World); // 绕物体的X轴旋转
}
```
在这段代码中,我们首先判断鼠标右键是否按下,如果按下了,则获取鼠标在X轴和Y轴方向的移动距离。然后分别调用物体的Rotate()函数实现绕Y轴和X轴旋转,其中第一个参数表示旋转的轴向,第二个参数表示旋转的角度,第三个参数表示旋转的参考系。最后,我们将参考系设置为世界坐标系,以确保物体的旋转不会受到父物体的影响。
相关问题
public class iTween : MonoBehaviour{ #region Variables //repository of all living iTweens: public static List<Hashtable> tweens = new List<Hashtable>(); //camera fade object: // private static GameObject cameraFade; //status members (made public for visual troubleshooting in the inspector): public string id, type, method; public iTween.EaseType easeType; public float time, delay; public LoopType loopType; public bool isRunning,isPaused; /* GFX47 MOD START */ public string _name; /* GFX47 MOD END */ //private members: private float runningTime, percentage; private float delayStarted; //probably not neccesary that this be protected but it shuts Unity's compiler up about this being "never used" private bool kinematic, isLocal, loop, reverse, wasPaused, physics; private Hashtable tweenArguments; private Space space; private delegate float EasingFunction(float start, float end, float Value); private delegate void ApplyTween(); private EasingFunction ease; private ApplyTween apply; private AudioSource audioSource; private Vector3[] vector3s; private Vector2[] vector2s; private Color[,] colors; private float[] floats; private Rect[] rects; private CRSpline path; private Vector3 preUpdate; private Vector3 postUpdate; private NamedValueColor namedcolorvalue; private float lastRealTime; // Added by PressPlay private bool useRealTime; // Added by PressPlay private Transform thisTransform;
这段代码是用C#编写的 iTween 类。iTween 是一款 Unity3D 的插件,用于实现对象的动画效果,比如缓动、路径动画、闪烁等等。
代码中分别定义了一些变量,包括 tweens、id、type、method、easeType、time、delay、loopType、isRunning、isPaused 等等。其中 tweens 是一个列表,存储了所有的 iTween 对象。
代码中还定义了一些委托类型,比如 EasingFunction 和 ApplyTween,用于定义缓动函数和动画效果的应用方式。
除此之外,代码中还定义了一些私有变量和方法,比如 vector3s、vector2s、colors、floats、rects 等等,用于存储和计算动画效果的参数。
总的来说,这段代码是 iTween 插件的核心代码,用于实现对象的动画效果,并提供了丰富的参数和选项,可以灵活地实现各种不同的动画效果。
public class Blogs : MonoBehaviour { private bool isMoving = false; private Vector2 moveDirection; private float moveDistance; public float speed; float timeTemp; public Vector2 clickPosition; public Transform targetPoint; public Vector3 localPosition; // Start is called before the first frame update void Start() { moveDirection = clickPosition - (Vector2)transform.position; moveDistance = moveDirection.magnitude; moveDirection.Normalize(); isMoving = true; Destroy(gameObject, 0.3f); } // 子弹方向 void Update() { if (isMoving) { transform.position += (Vector3)moveDirection * speed * Time.deltaTime; moveDistance -= speed * Time.deltaTime; if (moveDistance <= 0f) { isMoving = false; Destroy(gameObject); } } } }优化不和特定物品发生碰撞
可以使用Physics2D.IgnoreCollision()函数来忽略与特定物品的碰撞。在Start()函数中,可以添加以下代码:
```csharp
// 获取特定物品的Collider2D组件
Collider2D targetCollider = targetPoint.GetComponent<Collider2D>();
// 忽略与特定物品的碰撞
Physics2D.IgnoreCollision(GetComponent<Collider2D>(), targetCollider);
```
这样就可以确保子弹不会与特定物品发生碰撞了。当然,如果需要忽略多个物品的碰撞,可以在代码中添加更多的Physics2D.IgnoreCollision()函数。
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