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标题: 关于用GUI皮肤制作的按钮控制产品展示类相机的拉近与退远 [打印本页]

作者: 她。    时间: 2013-3-21 09:31
标题: 关于用GUI皮肤制作的按钮控制产品展示类相机的拉近与退远
代码: function OnGUI () { GUI.skin=MenuGUIskins; GUI.DrawTexture(Rect(0,0,1024,768),MainBgPic); if(GUI.Button(Rect(395,241,234,94),"","Btn_镜头拉近")){ 这里的代码如何写呢?如何拉近相机镜头呢?; } if(GUI.Button(Rect(395,335,234,101),"","Btn_镜头退远")){ 这里的代码如何写呢?如何退远相机镜头呢?; }这里我用到了产品展示类的相机代码:MouseFollowRotation.cs[代码在下面] 如何拉近和退远产品展示类相机呢? 大家帮忙解决一下啊,感激不尽! //MouseFollowRotation.cs using UnityEngine; public class MouseFollowRotation : MonoBehaviour {  public Transform target;   
public float xSpeed=200, ySpeed=200, mSpeed=10;
public float yMinLimit=-50, yMaxLimit=50;
public float distance=2, minDistance=2, maxDistance=30;

//bool needDamping = false;
public bool needDamping =***e;
float damping = 5.0f;

public float x = 0.0f;
public float y = 0.0f;


public void SetTarget( GameObject go )


{
  target = go.transform;
}
// Use this for initialization
void Start () {
  Vector3 angles = transform.eulerAngles;
     x = angles.y;
     y = angles.x;
}

// Update is called once per frame
void LateUpdate ()
{
  

     if (target)
     {
     //use the light button of mouse to rotate the camera
      if( Input.GetMouseButton(0) )
      {
          x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
          y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
      
     y = ClampAngle(y, yMinLimit, yMaxLimit);
     
     //print(Input.GetAxis("Mouse X"));
     //print( Input.GetAxis("Mouse Y"));
     print(x);
     print(y);                  }            
              distance -= Input.GetAxis("Mouse ScrollWheel")*mSpeed;
      distance = Mathf.Clamp(distance, minDistance, maxDistance);
         
         
                  Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
         Vector3 disVector = new Vector3( 0.0f, 0.0f, -distance );
         Vector3 position = rotation * disVector + target.position;
         //adjust the camera
      if( needDamping )
       {
        transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime*damping);
           transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime*damping);
         }
         else
         {
          transform.rotation = rotation;
          transform.position = position;
         }
         
            
     }
}

static float ClampAngle (float angle, float min, float max)
{
if (angle < -360)
  angle += 360;
if (angle > 360)
  angle -= 360;
return Mathf.Clamp (angle, min, max);
}
}  
作者: ku    时间: 2013-3-22 14:21
你上store上下载开源的角色演示包,应该有的





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