前提将脚本挂载到Camera上
拖拽的原理 :点击左键记录坐标P1,滑动记录当前坐标P2
计算P1、P2的坐标差dx、dy,
根据dx和dy正负确定移动方向
缩放原理:根据滚轮控制摄像机视野和摄像机的正交投影
旋转原理:鼠标右键不太好控制,于是指定了键盘
就是直接给旋转赋值
完整代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseMoveandScale : MonoBehaviour
{
Vector2 p1, p2,p3,p4;//用来记录鼠标的位置,以便计算移动距离
void Start () {
}
void Update () {
translationDrag();
zoom();
rotate();
}
private void translationDrag()
{
//通过鼠标X坐标拖动场景
if (Input.GetMouseButtonDown(0))
{
//鼠标左键按下时记录鼠标位置p1
p1 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
}
if (Input.GetMouseButton(0))
{
//鼠标左键拖动时记录鼠标位置p2
p2 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
float dx = (float)0.8 * (p2.x - p1.x);
float dy = (float)0.8 * (p2.y - p1.y);
//鼠标左右移动
if (dx >= 0)
{
transform.Translate(-dx * Vector3.right * Time.deltaTime);
}
else
{
transform.Translate(dx * Vector3.left * Time.deltaTime);
}
//上下 移动
if (dy >= 0)
{
transform.Translate(dy * Vector3.down * Time.deltaTime);
}
else
{
transform.Translate(-dy * Vector3.up * Time.deltaTime);
}
}
}
private void zoom()
{
//通过鼠标滚轮实现场景缩放
//鼠标滚轮的效果
//Camera.main.fieldOfView 摄像机的视野
//Camera.main.orthographicSize 摄像机的正交投影
//Zoom out
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
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)
{
if (Camera.main.fieldOfView > 2)
Camera.main.fieldOfView -= 2;
if (Camera.main.orthographicSize >= 1)
Camera.main.orthographicSize -= 0.5F;
}
}
private void rotate()
{
if (Input.GetKey(KeyCode.C))
{
transform.Rotate(0, 0, -25 * Time.deltaTime, Space.Self);
}
if (Input.GetKey(KeyCode.Z))
{
transform.Rotate(0, 0, 25 * Time.deltaTime, Space.Self);
}
//通过鼠标X坐标拖动场景
if (Input.GetMouseButtonDown(1))
{
//鼠标左键按下时记录鼠标位置p1
p3 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
}
if (Input.GetMouseButton(1))
{
//鼠标左键拖动时记录鼠标位置p2
p4 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
float dx = (float)0.8 * (p4.x - p3.x);
float dy = (float)0.8 * (p4.y - p3.y);
if (dx >= 0)
{
transform.Rotate(0, 0, -25 * Time.deltaTime, Space.Self);
}
else
{
transform.Rotate(0, 0, 25 * Time.deltaTime, Space.Self);
}
//上下 移动
if (dy >= 0)
{
transform.Rotate(0, 0, -25 * Time.deltaTime, Space.Self);
}
else
{
transform.Rotate(0, 0, 25 * Time.deltaTime, Space.Self);
}
}
}
}