Unity3D模型重力感应

关于unity3d模型的重力感应,在这里我们使用unity引擎提供的Input.acceleration重力感应;
例如:
public Transform m_round;
    Transform trans;

    //小球在屏幕的最大范围
    float cross_x=0;
    float cross_y=0;
    float cross_z=0;
    float m_x=0;
    float m_y=0;
    Vector3 screenpioint;
// Use this for initialization
void Start () {

        trans = ( Transform ) Instantiate ( m_round, m_round.position, Quaternion.identity );
      m_x= trans.GetComponent ( ).mesh.bounds.size.x * trans.localScale.x;
       m_y = trans.GetComponent ( ).mesh.bounds.size.y * trans.localScale.y;
       cross_x = Screen.width - m_x;
       cross_y = Screen.width - m_y;
}
    void OnGUI ( )
    {
        //整体显示x,y,z的重力分量
        GUI.Label ( new Rect ( 0, 0, 400, 200 ), "position is" + Input.acceleration + "--x" + trans.GetComponent ( ).mesh.bounds.size.x * trans.localScale.x + "--" + trans.GetComponent ( ).mesh.bounds.size.y * trans.localScale.y );
        GUI.Label ( new Rect ( 2, 30, 400, 200 ), "screenpioint.x is" + screenpioint.x + "screenpioint.y is" + screenpioint.y );
    }
       
// Update is called once per frame
void Update () {
       // ////根据重力分量修改小球的位置
     
        screenpioint=Camera.main.WorldToScreenPoint ( trans.position );
        screenpioint.x += Input.acceleration.x * 100 * Time.deltaTime;
        screenpioint.y -= Input.acceleration.y * 100 * Time.deltaTime;

        if (screenpioint.x <= m_x*2)
            screenpioint.x = m_x*2;
        if (screenpioint.y <=m_y*2)
            screenpioint.y = m_y*2;
        if (screenpioint.x >= cross_x)
            screenpioint.x = cross_x;
        if (screenpioint.y >= cross_y)
            screenpioint.y = cross_y;

        trans.position = Camera.main.ScreenToWorldPoint ( screenpioint );
}
Unity3D模型重力感应
快来试试吧,哇咔咔!
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