添加模块2内容

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李浩 2025-04-07 19:57:30 +08:00
parent 7bafe51387
commit 19f63bd88c
18 changed files with 1900 additions and 10580 deletions

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using UnityEngine;
public class ZhanShiCameraMove : MonoBehaviour
{
[Header("旋转角度x,y缩放距离distance")] public float x, y, distance;
[Header("X角度设置")] public float minYangle;
public float maxYangle;
[Header("缩放的最小距离")] public float distanceMin;
[Header("缩放的最大距离")] public float distanceMax;
[Header("需要注视的物体")] public Transform target;
public static ZhanShiCameraMove instance;
[Header("缩放的速度")] public float scrollSpeed;
[Header("旋转的速度")] public float rotSpeed;
// Start is called before the first frame update
private void Start()
{
//初始化最开始位置
instance = this;
// transform.LookAt(target);
isAutoRotate = false;
Invoke("SetBool",2f);
}
/// <summary>
/// 初始状态,延时两秒设置这个参数
/// </summary>
void SetBool()
{
isAutoRotate = true;
}
/// <summary>
/// 更新一下参数
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="distance"></param>
public void SetData(float x,float y,float distance)
{
isAutoRotate = false;
//目标物体旋转置空
target.transform.rotation=new Quaternion( 0,0,0,0);
//相机参数设置
this.x = x;
this.y = y;
this.distance = distance;
//根绝XY移动量计算旋转量
this.y = Mathf.Clamp( this.y, minYangle,maxYangle);
Quaternion rot = Quaternion.Euler( this.y, this.x, 0);
transform.rotation = rot;
//对距离进行区间运算,保证距离在最大和最小之间
this.distance = Mathf.Clamp( this.distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = rot * new Vector3(0, 0, - this.distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
//延时旋转2秒后
Invoke("SetBool",2f);
}
// Update is called once per frame
private void Update()
{ if (isAutoRotate && !Input.GetMouseButton(1))
{
// Debug.Log("测试到鼠标左键没按下");
RotateModelContinuously(); // 持续旋转模型
} // 如果鼠标左键没按下
else
{
Drag();
}
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//根据滚轮的值计算距离
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
}
//对距离进行区间运算,保证距离在最大和最小之间
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = transform.rotation * new Vector3(0, 0, -distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
}
void RotateModelContinuously()
{
if (!isAutoRotatePivot)
target.transform.Rotate(autoRotateDirection, autoRotationSpeed * Time.deltaTime*speed, Space.World);
else
{
var rotateEuler = autoRotateDirection * autoRotationSpeed * Time.deltaTime*speed;
// 根据模型当前朝向构造一个围绕轴旋转的四元数
Quaternion deltaRotation = Quaternion.Euler(rotateEuler);
// 将新的旋转应用到模型
target.transform.rotation *= deltaRotation;
}
}
void Drag()
{
if (Input.GetMouseButton(1))
{
//获取鼠标X轴移动量
x = x + Input.GetAxis("Mouse X") * rotSpeed;
//获取鼠标Y轴移动量
y = y - Input.GetAxis("Mouse Y") * rotSpeed;
//如果滚轮发生滚动
}
//根绝XY移动量计算旋转量
y = Mathf.Clamp(y, minYangle,maxYangle);
Quaternion rot = Quaternion.Euler(y, x, 0);
//根据计算的旋转量旋转计算机
transform.rotation = rot;
if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
//根据滚轮的值计算距离
distance = distance - Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
}
//对距离进行区间运算,保证距离在最大和最小之间
distance = Mathf.Clamp(distance, distanceMin, distanceMax);
//根据距离值计算摄像机的位置
Vector3 pos = rot * new Vector3(0, 0, -distance) + target.position;
//更改摄像机位置为计算的值
transform.position = pos;
}
[SerializeField][Header("是否自动旋转")]
private bool isAutoRotate;
[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
private bool isAutoRotatePivot;
[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
private Vector3 autoRotateDirection;
[SerializeField][Header("自动旋转速度")]
private float autoRotationSpeed = 5;
[SerializeField][Header("速度")]
private float speed=5f;
}

View File

@ -0,0 +1,11 @@
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guid: 33b930c6eff93574daa0b51cf8aca064
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,7 +3,6 @@
<PreLoad> <PreLoad>
<Action type="Parallel"> <Action type="Parallel">
<!--加载3d解刨表-->
<Action type="LoadRes" value="01_ShiYanLiLunRenZhi.xml" resType="xml" index="1"></Action> <Action type="LoadRes" value="01_ShiYanLiLunRenZhi.xml" resType="xml" index="1"></Action>
<Action type="LoadRes" value="02_SheYingQiCaiRenZhi.xml" resType="xml" index="2"></Action> <Action type="LoadRes" value="02_SheYingQiCaiRenZhi.xml" resType="xml" index="2"></Action>
<Action type="LoadRes" value="03_ChangJingXuNiPaiShe.xml" resType="xml" index="3"></Action> <Action type="LoadRes" value="03_ChangJingXuNiPaiShe.xml" resType="xml" index="3"></Action>

Binary file not shown.

View File

@ -4,110 +4,169 @@
<Type>All</Type> <Type>All</Type>
<Name>摄影器材认知</Name> <Name>摄影器材认知</Name>
<Icon>摄影器材认知.png</Icon> <Icon>摄影器材认知.png</Icon>
<OnlyCurScore>true</OnlyCurScore>
<FSM name="状态机1">
<Device>
<Name>三角架</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_Sanjiaojia</Path>
<Tip>三角架</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>单反</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_danfan</Path>
<Tip>单反</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>摄影机</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_Shexiangji</Path>
<Tip>摄影机</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>绿幕</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_lvmu</Path>
<Tip>绿幕</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>补光灯</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_buguangdeng</Path>
<Tip>补光灯</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<FSM name="状态机1">
<State name="初始状态"> <State name="初始状态">
<Enter> <Enter>
<Action type="Parallel"> <Action type="Parallel">
<Action type="UIShow" value="UI3DObjSelect"></Action> <Action type="Move" value="FlyCamera" to="0.0845993,1.371632,2.146553" time="0"></Action>
<Action type="Rotate" value="FlyCamera" to="21.66745,356.097,-5.741785E-08" time="0"></Action>
<Action type="UIBackPack" devices="三角架,单反,摄影机,绿幕,补光灯"
random="false"
scrollSpeed="25" position="left"
></Action>
</Action> <Action type="Move" value="FlyCamera" to="0.0845993,1.371632,2.146553" time="0"></Action>
<Action type="Rotate" value="FlyCamera" to="21.66745,356.097,-5.741785E-08" time="0"></Action>
</Action>
</Enter> </Enter>
</State> </State>
<!--<Transision from="初始状态" to="状态2">
<Condition type="ObjClick" value="Cube (1)"></Condition>
</Transision>--> <State name="三角架">
</FSM> <Enter>
<Action type="Show" value="三角架" isShow="true" isDevice="true"></Action>
<Action type="Show" value="单反" isShow="false" isDevice="true"></Action>
<Action type="Show" value="摄影机" isShow="false" isDevice="true"></Action>
<Action type="Show" value="绿幕" isShow="false" isDevice="true"></Action>
<Action type="Show" value="补光灯" isShow="false" isDevice="true"></Action>
<!--<Body3D>
<Body name="头颈" icon="" path="Ren/Tou" >
<Body name="骨骼系统" path="Ren/Tou/GuGe" isShow="false"> </Enter>
<Body name="肋骨" path="Ren/Tou/GuGe/LeiGu"> </State>
<Body name="左肋" path="Ren/Tou/GuGe/LeiGu/ZuoLei"> <State name="单反">
<Body name="左一" path="Ren/Tou/GuGe/LeiGu/ZuoLei/1" tip="左一肋骨描述"> <Enter>
<ObjectToggle> <Action type="Show" value="三角架" isShow="false" isDevice="true"></Action>
<Color isOn="0,255,255" isOff="255,255,255"></Color> <Action type="Show" value="单反" isShow="true" isDevice="true"></Action>
</ObjectToggle> <Action type="Show" value="摄影机" isShow="false" isDevice="true"></Action>
</Body> <Action type="Show" value="绿幕" isShow="false" isDevice="true"></Action>
<Body name="左二" path="Ren/Tou/GuGe/LeiGu/ZuoLei/2" tip="左二肋骨描述"> <Action type="Show" value="补光灯" isShow="false" isDevice="true"></Action>
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle> </Enter>
</Body> </State>
</Body> <State name="摄影机">
<Body name="右肋" path="Ren/Tou/GuGe/LeiGu/YouLei"> <Enter>
<Body name="右一" path="Ren/Tou/GuGe/LeiGu/YouLei/1" tip="7右一肋骨描述"> <Action type="Show" value="三角架" isShow="false" isDevice="true"></Action>
<ObjectToggle> <Action type="Show" value="单反" isShow="false" isDevice="true"></Action>
<Color isOn="0,255,255" isOff="255,255,255"></Color> <Action type="Show" value="摄影机" isShow="true" isDevice="true"></Action>
</ObjectToggle> <Action type="Show" value="绿幕" isShow="false" isDevice="true"></Action>
</Body> <Action type="Show" value="补光灯" isShow="false" isDevice="true"></Action>
<Body name="右二" path="Ren/Tou/GuGe/LeiGu/YouLei/2" tip="右二肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color> </Enter>
</ObjectToggle> </State>
</Body> <State name="绿幕">
</Body> <Enter>
</Body> <Action type="Show" value="三角架" isShow="false" isDevice="true"></Action>
</Body> <Action type="Show" value="单反" isShow="false" isDevice="true"></Action>
<Body name="皮肤系统" path="Ren/Tou/PiFu" isShow="false"> <Action type="Show" value="摄影机" isShow="false" isDevice="true"></Action>
<Body name="肋骨" path="Ren/Tou/PiFu/LeiGu"> <Action type="Show" value="绿幕" isShow="true" isDevice="true"></Action>
<Body name="左肋" path="Ren/Tou/PiFu/LeiGu/ZuoLei"> <Action type="Show" value="补光灯" isShow="false" isDevice="true"></Action>
<Body name="左一" path="Ren/Tou/PiFu/LeiGu/ZuoLei/1"></Body>
<Body name="左二" path="Ren/Tou/PiFu/LeiGu/ZuoLei/2"></Body>
</Body>
<Body name="右肋" path="Ren/Tou/PiFu/LeiGu/YouLei"> </Enter>
<Body name="右一" path="Ren/Tou/PiFu/LeiGu/YouLei/1"></Body> </State>
<Body name="右二" path="Ren/Tou/PiFu/LeiGu/YouLei/2"></Body> <State name="补光灯">
</Body> <Enter>
</Body> <Action type="Show" value="三角架" isShow="false" isDevice="true"></Action>
</Body> <Action type="Show" value="单反" isShow="false" isDevice="true"></Action>
<Body name="肌肉" isBodyList="true" path="Ren/Tou/JiRou"> <Action type="Show" value="摄影机" isShow="false" isDevice="true"></Action>
<Body name="111" path="Ren/Tou/JiRou/1"> <Action type="Show" value="绿幕" isShow="false" isDevice="true"></Action>
<ObjectToggle> <Action type="Show" value="补光灯" isShow="true" isDevice="true"></Action>
<Color></Color>
</ObjectToggle>
</Body> </Enter>
<Body name="222" path="Ren/Tou/JiRou/2"> </State>
<ObjectToggle>
<Color></Color> <Transision from="any" to="三角架">
</ObjectToggle> <Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/三角架"></Condition>
</Body> </Transision>
<Body name="333" path="Ren/Tou/JiRou/3">
<ObjectToggle> <Transision from="any" to="单反">
<Color></Color> <Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/单反"></Condition>
</ObjectToggle> </Transision>
</Body> <Transision from="any" to="摄影机">
</Body> <Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/摄影机"></Condition>
--><!--<Body name="神经" isBodyList="true"> </Transision>
<Body name="aaa" path="Ren/Tou/ShenJing/1"> <Transision from="any" to="绿幕">
<ObjectToggle> <Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/绿幕"></Condition>
<Color></Color> </Transision>
</ObjectToggle> <Transision from="any" to="补光灯">
</Body> <Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/补光灯"></Condition>
<Body name="bbb" path="Ren/Tou/ShenJing/2"> </Transision>
<ObjectToggle>
<Color></Color>
</ObjectToggle> </FSM>
</Body>
<Body name="ccc" path="Ren/Tou/ShenJing/3">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
</Body>--><!--
</Body>
<Body name="肩膀" icon="" path="Ren/JianBang" >
<Body name="肩膀系统1" path="Ren/JianBang/Cube">
<Body name="肋骨" path="Ren/JianBang/Cube/Cube (1)">
<Body name="左肋" path="Ren/JianBang/Cube/Cube (1)/Cube (2)">
<Body name="左一" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Cube (3)"></Body> <Score>
<Body name="左二" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Sphere"></Body>
</Body> <Item step="摄影器材认知" name="1.摄影器材认知" sum="10" bind=""/>
</Body>
</Body> </Score>
</Body>
</Body3D>-->
</Module> </Module>

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@ -1,113 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Module>
<Scene>Test</Scene>
<Type>All</Type>
<Name>模块2</Name>
<FSM name="状态机1">
<State name="初始状态">
<Enter>
<Action type="Parallel">
<Action type="UIShow" value="UI3DObjSelect"></Action>
</Action>
</Enter>
</State>
<!--<Transision from="初始状态" to="状态2">
<Condition type="ObjClick" value="Cube (1)"></Condition>
</Transision>-->
</FSM>
<Body3D>
<Body name="头颈" icon="" path="Ren/Tou" >
<Body name="骨骼系统" path="Ren/Tou/GuGe" isShow="false">
<Body name="肋骨" path="Ren/Tou/GuGe/LeiGu">
<Body name="左肋" path="Ren/Tou/GuGe/LeiGu/ZuoLei">
<Body name="左一" path="Ren/Tou/GuGe/LeiGu/ZuoLei/1" tip="左一肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
<Body name="左二" path="Ren/Tou/GuGe/LeiGu/ZuoLei/2" tip="左二肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
</Body>
<Body name="右肋" path="Ren/Tou/GuGe/LeiGu/YouLei">
<Body name="右一" path="Ren/Tou/GuGe/LeiGu/YouLei/1" tip="7右一肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
<Body name="右二" path="Ren/Tou/GuGe/LeiGu/YouLei/2" tip="右二肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
</Body>
</Body>
</Body>
<Body name="皮肤系统" path="Ren/Tou/PiFu" isShow="false">
<Body name="肋骨" path="Ren/Tou/PiFu/LeiGu">
<Body name="左肋" path="Ren/Tou/PiFu/LeiGu/ZuoLei">
<Body name="左一" path="Ren/Tou/PiFu/LeiGu/ZuoLei/1"></Body>
<Body name="左二" path="Ren/Tou/PiFu/LeiGu/ZuoLei/2"></Body>
</Body>
<Body name="右肋" path="Ren/Tou/PiFu/LeiGu/YouLei">
<Body name="右一" path="Ren/Tou/PiFu/LeiGu/YouLei/1"></Body>
<Body name="右二" path="Ren/Tou/PiFu/LeiGu/YouLei/2"></Body>
</Body>
</Body>
</Body>
<Body name="肌肉" isBodyList="true" path="Ren/Tou/JiRou">
<Body name="111" path="Ren/Tou/JiRou/1">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="222" path="Ren/Tou/JiRou/2">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="333" path="Ren/Tou/JiRou/3">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
</Body>
<!--<Body name="神经" isBodyList="true">
<Body name="aaa" path="Ren/Tou/ShenJing/1">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="bbb" path="Ren/Tou/ShenJing/2">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="ccc" path="Ren/Tou/ShenJing/3">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
</Body>-->
</Body>
<Body name="肩膀" icon="" path="Ren/JianBang" >
<Body name="肩膀系统1" path="Ren/JianBang/Cube">
<Body name="肋骨" path="Ren/JianBang/Cube/Cube (1)">
<Body name="左肋" path="Ren/JianBang/Cube/Cube (1)/Cube (2)">
<Body name="左一" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Cube (3)"></Body>
<Body name="左二" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Sphere"></Body>
</Body>
</Body>
</Body>
</Body>
</Body3D>
</Module>