usingUnityEngine;
usingSystem.Collections;
/**
* @Function:使物体自动旋转,鼠标能够360°拖转物体,托转物体的时候,自动旋转停止,同时滚轮实现物体的缩放功能
* @Ahthor:黄杰
* @Date:2013-04-24
*/
publicclassZoomAndDrag : MonoBehaviour {
publicCamera MainCamera;
publicfloatZoomMin;//滚轮的最小值
publicfloatZoomMax;//滚轮的最大值
privatefloatnormalDistance;//设置摄像机的景深值
privatefloatMouseWheelSencitivity = 10.0f;//鼠标灵敏度,就是缩放的速度的快慢
privatefloataxisX;
privatefloataxisY;
publicfloatspeed = 6f;
privatefloattempSpeed;
privateboolRoationOnly;
voidStart ()
{
normalDistance = 50.0f;
ZoomMin = 20.0f;
ZoomMax = 100.0f;
RoationOnly =true;
}
voidUpdate ()
{
Roation();
Zoom();
this.transform.Rotate(newVector3(axisY, axisX, 0) * Rigid(), Space.World);//物体旋转的方法
}
//自动旋转物体的方法,放在Update中调用
voidRoation()
{
if(RoationOnly)
{
gameObject.transform.Rotate(Vector3.up * Time.deltaTime * 10);
}
}
/****
*鼠标滚轮缩放物体的方法
*
* **/
voidZoom()
{
if(Input.GetAxis("Mouse ScrollWheel") != 0)
{
if(normalDistance >= ZoomMin && normalDistance <= ZoomMax)
{
normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSencitivity;
}
if(normalDistance < ZoomMin)
{
normalDistance = ZoomMin;
}
if(normalDistance > ZoomMax)
{
normalDistance = ZoomMax;
}
MainCamera.fieldOfView = normalDistance;
}
}
/***
*
* 鼠标左键控制物体360°旋转+惯性
* **/
floatRigid()
{
if(Input.GetMouseButton(0))
{
RoationOnly =false;//当鼠标按下的时候,停止自动旋转
axisX = Input.GetAxis("Mouse X");
axisY = Input.GetAxis("Mouse Y");
if(tempSpeed < speed)
{
tempSpeed += speed * Time.deltaTime * 5;
}
else
{
tempSpeed = speed;
}
}
else
{
RoationOnly =true;//当鼠标没有按下的时候,恢复自动旋转
if(tempSpeed > 0)
{
tempSpeed -= speed * Time.deltaTime;
}
else
{
tempSpeed = 0;
}
}
returntempSpeed;
}
}