提交,珠宝鉴定光学仪器认知,场景
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8
Assets/Projects/AnHui/展示模块的UI/Scripts.meta
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8
Assets/Projects/AnHui/展示模块的UI/Scripts.meta
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209
Assets/Projects/AnHui/展示模块的UI/Scripts/ZhanShiCameraMove.cs
Normal file
209
Assets/Projects/AnHui/展示模块的UI/Scripts/ZhanShiCameraMove.cs
Normal file
@ -0,0 +1,209 @@
|
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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;
|
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[Header("缩放的最小距离")] public float distanceMin;
|
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|
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[Header("缩放的最大距离")] public float distanceMax;
|
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|
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[Header("需要注视的物体")] public Transform target;
|
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public static ZhanShiCameraMove instance;
|
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|
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[Header("缩放的速度")] public float scrollSpeed;
|
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|
||||
[Header("旋转的速度")] public float rotSpeed;
|
||||
|
||||
// Start is called before the first frame update
|
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|
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private void Start()
|
||||
|
||||
{
|
||||
//初始化最开始位置
|
||||
instance = this;
|
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// transform.LookAt(target);
|
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isAutoRotate = false;
|
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Invoke("SetBool",2f);
|
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|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
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/// 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>
|
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public void SetData(float x,float y,float distance)
|
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{
|
||||
|
||||
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X,Y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X,Y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;
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33b930c6eff93574daa0b51cf8aca064
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/Projects/AnHui/展示模块的UI/背景.png
Normal file
BIN
Assets/Projects/AnHui/展示模块的UI/背景.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.6 MiB |
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 170551ab9e28f624092875d65a7bed10
|
||||
guid: 3b9784fe50299fe448b4b44e9a59dad3
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
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@ -53,11 +53,13 @@ namespace QFramework.Example
|
||||
icon.sprite = Utility.GetSprite(res.Asset as Texture2D);
|
||||
}
|
||||
});
|
||||
Button btn = obj.GetComponent<Button>();
|
||||
btn.onClick.AddListener(() =>
|
||||
{
|
||||
//Button btn = obj.GetComponent<Button>();
|
||||
|
||||
});
|
||||
|
||||
//btn.onClick.AddListener(() =>
|
||||
//{
|
||||
|
||||
//});
|
||||
}
|
||||
mResLoader.LoadAsync();
|
||||
Scroll.verticalNormalizedPosition = 1;
|
||||
|
||||
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Loading…
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Reference in New Issue
Block a user