滑动屏幕旋转相机

本文关键字:相机 旋转 屏幕 | 更新日期: 2023-09-27 18:08:41

我正在用Unity3D为智能手机编写一款3D游戏,不知道如何制作镜头旋转(第一人称视角)。

制作虚拟操纵杆太难了,所以我决定让镜头在滑动屏幕时旋转。

用户滑动智能手机屏幕,相机转动。

旋转工作,但总是从同一位置开始。

保存最后一个位置将破坏所有旋转(旋转是歪斜的)。

我代码:

using UnityEngine;
using System.Collections;
public class Look : MonoBehaviour {
public float sensitivityX = 1F;
public float sensitivityY = 1F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -25F;
public float maximumY = 25F;
float rotationX = 0F;
float rotationY = 0F;
float oldRotationX = 0F;
float oldRotationY = 0F;
float lastX = 0F;
float lastY = 0F;
Quaternion originalRotation;
void Update ()
{
    if (Input.touches.Length > 0)
    {
        if(Input.touches[0].phase == TouchPhase.Began)
        {
            lastX = Input.touches[0].position.x;
            lastY = Input.touches[0].position.y;
            rotationX = transform.localEulerAngles.x;
            rotationY = transform.localEulerAngles.y;
            oldRotationX = rotationX;
            oldRotationY = rotationY;
        }
        if(Input.touches[0].phase == TouchPhase.Moved)
        {
            rotationX = (oldRotationX + (Input.touches[0].position.x - lastX)) * sensitivityX;
            rotationY = (oldRotationY + (Input.touches[0].position.y - lastY)) * sensitivityY;
            rotationX = ClampAngle (rotationX, minimumX, maximumX);
            rotationY = ClampAngle (rotationY, minimumY, maximumY);
            Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
            Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
            transform.localRotation = originalRotation * xQuaternion * yQuaternion;
        }
        //this should make rotating from last position, but it
        //makes rotating incorrect (askew)
        //without code below rotating works, but on always
        //starts from the same position
        if(Input.touches[0].phase == TouchPhase.Ended)
        {
            originalRotation = transform.localRotation;
        }
    }
}
void Start ()
{
    if (rigidbody)
        rigidbody.freezeRotation = true;
    originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
    if (angle < -360F)
        angle += 360F;
    if (angle > 360F)
        angle -= 360F;
    return Mathf.Clamp (angle, min, max);
}
}

请帮帮我。谢谢。

滑动屏幕旋转相机

您可以使用输入,特别是触摸位置。然后,您可以应用在鼠标外观脚本中实现的类似效果。

基本上你想要的代码是:

rotationX += Input.touches[0].position.x * sensitivityX;
rotationY += Input.touches[0].position.y * sensitivityY
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
transform.localRotation *= xQuaternion * yQuaternion;
if(Input.touches.Length > 0 && Input.GetTouch(0).phase == TouchPhase.Moved){ 
  transform.Rotate(new Vector3(-Input.GetTouch(0).deltaPosition.y,Input.GetTouch(0).deltaPosition.x,0)*speed*Time.deltaTime);
  transform.rotation=Quaternion.Euler(transform.rotation.eulerAngles.x,transform.rotation.eulerAngles.y,0);
}