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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);
}
} |
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