Unity3d鼠标拖拽物体实现任意角度自旋转加自缩放,经常使用的功能
代码分享
using UnityEngine;
using UnityEngine.EventSystems;
public class RotaScaleSelf : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IDragHandler, IScrollHandler
{
private bool isMouseOnObject;//鼠标是否在滑动区
public void OnDrag(PointerEventData eventData)//鼠标拖动
{
if (!isMouseOnObject) return;
//得到和拖动平面相切的一个垂直向量,再标准化得到对应平面的法向量
Vector3 cross = Vector3.Cross(new Vector3(eventData.delta.x, eventData.delta.y), Vector3.forward).normalized;
//以和鼠标拖动平面垂直的法向量,作为自转的轴
//拖动距离的长度作为自转的角度
transform.Rotate(cross, eventData.delta.magnitude * 0.3f, Space.World);
}
public void OnPointerEnter(PointerEventData eventData)//鼠标进入
{
isMouseOnObject = true;
}
public void OnPointerExit(PointerEventData eventData)//鼠标离开
{
isMouseOnObject = false;
}
public void OnScroll(PointerEventData eventData)//滚轮
{
if (!isMouseOnObject) return;
transform.localScale += eventData.scrollDelta.y * Vector3.one * 0.05f;
if (transform.localScale.x <= 0.3f)
transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
if (transform.localScale.x>=1.8f)
transform.localScale = new Vector3(1.8f, 1.8f, 1.8f);
}
private void OnEnable()//切换时恢复旋转和缩放
{
transform.rotation = Quaternion.identity;
transform.localScale = Vector3.one;
}
}

这篇文章提供了一段Unity3d的C#代码,用于实现当鼠标拖动时物体沿特定轴自旋转,以及通过滚轮操作物体自缩放的功能。代码中包含了IPointerEnterHandler,IPointerExitHandler,IDragHandler,IScrollHandler等事件接口的实现,确保了交互的准确性,并在鼠标进入、离开及切换时对物体的状态进行相应调整。
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