//1 Unity让摄像机沿着一个目标物体旋转
public GameObject model;//让摄像机沿着这个目标物体旋转的 “目标物体”
public Camera myCamera;//摄像机
Vector2 first = Vector2.zero;//记录鼠标点击的初始位置
Vector2 second = Vector2.zero;//记录鼠标移动时的位置
bool directorToLeft =false;
bool directorToRight =false;
bool directorToUp =false;
bool directorToDown =false;
bool isdragging =false;//标记是否鼠标在滑动
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButton(0))
{
Ray ray =myCamera.ScreenPointToRay (Input.mousePosition);
RaycastHit hit ;
if (Physics.Raycast (ray,out hit))
{
//print(hit.collider.gameObject.name);
if (hit.collider.gameObject.tag == "BgCylinder" && isdragging ==true)
{
Vector3 newPosition = Vector3.zero;
float speed = 0;
if (directorToLeft == true)
{
newPosition = new Vector3(0, -1, 0);
speed = 10;
print("left");
}
if (directorToRight == true)
{
speed = 10;
newPosition = new Vector3(0, 1, 0);
print("right");
}
if (directorToUp == true)
{
speed = 15;
newPosition = new Vector3(1, 0, 0);
print("up");
}
if (directorToDown == true)
{
speed = 10;
newPosition = new Vector3(-1, 0, 0);
print("down");
}
transform.RotateAround (model.transform.localPosition, newPosition, speed * Time.deltaTime);//一个物体围绕另一个物体旋转
//transform.Rotate(-newPosition, speed * 2f );//一个物体朝“上下左右”旋转
//transform.Rotate(-newPosition, speed * Time.deltaTime*20f);//一个物体朝“上下左右”旋转
}
}
}
}
void OnGUI() {
if (Event.current.type == EventType.MouseDown){
//记录鼠标按下的位置
first = Event.current.mousePosition ;
}
isdragging =false;
if (Event.current.type == EventType.MouseDrag){//记录鼠标拖动的位置
isdragging =true;
second = Event.current.mousePosition ;
Vector2 slideDirection = second - first;
float x = slideDirection.x,
y = slideDirection.y;
if (y < x && y > -x)
{// right
directorToLeft = false;
directorToRight = true;
directorToUp = false;
directorToDown = false;
}
else if (y > x && y < -x)
{// left
directorToLeft = true;
directorToRight = false;
directorToUp = false;
directorToDown = false;
}
else if (y > x && y > -x)
{// up
directorToLeft = false;
directorToRight = false;
directorToUp = true;
directorToDown = false;
}
else
{// down
directorToLeft = false;
directorToRight = false;
directorToUp = false;
directorToDown = true;
}
}
}
//【unity】Unity 手指滑动让物体旋转
private Vector3 startFingerPos;
private Vector3 nowFingerPos;
private float xMoveDistance;
private float yMoveDistance;
private int backValue = 0;
public GameObject my_Cube;
public void JudgeFinger ()
{
//没有触摸
if (Input.touchCount <= 0) {
return;
}
if (Input.GetTouch (0).phase == TouchPhase.Began ) {
//Debug.Log("======开始触摸=====");
startFingerPos = Input.GetTouch (0).position;
}
nowFingerPos = Input.GetTouch (0).position;
if ((Input.GetTouch (0).phase == TouchPhase.Stationary) || (Input.GetTouch(0).phase == TouchPhase.Ended)) {
startFingerPos = nowFingerPos;
//Debug.Log("======释放触摸=====");
return;
}
// if (Input.GetTouch(0).phase == TouchPhase.Ended) {
//
// }
if (startFingerPos == nowFingerPos) {
return;
}
xMoveDistance = Mathf.Abs (nowFingerPos.x - startFingerPos.x);
yMoveDistance = Mathf.Abs (nowFingerPos.y - startFingerPos.y);
if (xMoveDistance > yMoveDistance) {
if (nowFingerPos.x - startFingerPos.x > 0) {
//Debug.Log("=======沿着X轴负方向移动=====");
backValue = -1; //沿着X轴负方向移动
} else {
//Debug.Log("=======沿着X轴正方向移动=====");
backValue = 1; //沿着X轴正方向移动
}
} else {
if (nowFingerPos.y - startFingerPos.y > 0) {
//Debug.Log("=======沿着Y轴正方向移动=====");
backValue = 2; //沿着Y轴正方向移动
} else {
//Debug.Log("=======沿着Y轴负方向移动=====");
backValue = -2; //沿着Y轴负方向移动
}
}
if (backValue == -1) {
my_Cube.transform.Rotate (Vector3.back * Time.deltaTime * 300, Space.World);
my_Color.transform.Rotate (Vector3.back * Time.deltaTime * 300, Space.World);
} else if (backValue == 1) {
my_Cube.transform.Rotate (Vector3.back * -1 * Time.deltaTime * 300, Space.World);
my_Color.transform.Rotate (Vector3.back * -1 * Time.deltaTime * 300, Space.World);
}
// else if (backValue == 2) {
// my_Cube.transform.Rotate(Vector3.right * Time.deltaTime * 200 , Space.World);
// } else if (backValue == -2) {
// my_Cube.transform.Rotate(Vector3.right * -1 * Time.deltaTime * 200 , Space.World);
// }
}