控制物体旋转和缩放代码
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- using UnityEngine;
- using System.Collections;
- public class ThisRotate : MonoBehaviour
- {
- Vector3 StartPosition;
- Vector3 previousPosition;
- Vector3 offset;
- Vector3 finalOffset;
- Vector3 eulerAngle;
- bool isSlide;
- float angle;
- public float scale = 1;
- RaycastHit hit;
- void Start()
- {
- }
- void OnGUI()
- {
- Ray ray =Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
- if(Physics.Raycast(ray, out hit))
- {
- if (hit.transform == transform)
- {
- if (Input.GetAxis("Mouse ScrollWheel") != 0)
- {
- Debug.Log(Input.GetAxis("Mouse ScrollWheel"));
- scale = scale + Input.GetAxis("Mouse ScrollWheel");
- transform.localScale = new Vector3(1 + scale, 1 + scale, 1 + scale);
- }
- }
- }
- }
- void Update()
- {
- if (Input.GetMouseButtonDown(0))
- {
- StartPosition = Input.mousePosition;
- previousPosition = Input.mousePosition;
- }
- if (Input.GetMouseButton(0))
- {
- offset = Input.mousePosition - previousPosition;
- previousPosition = Input.mousePosition;
- transform.Rotate(Vector3.Cross(offset, Vector3.forward).normalized, offset.magnitude, Space.World);
- }
- if (Input.GetMouseButtonUp(0))
- {
- finalOffset = Input.mousePosition - StartPosition;
- isSlide = true;
- angle = finalOffset.magnitude;
- }
- if (isSlide)
- {
- transform.Rotate(Vector3.Cross(finalOffset, Vector3.forward).normalized, angle * 2 * Time.deltaTime, Space.World);
- if (angle > 0)
- {
- angle -= 5;
- }
- else
- {
- angle = 0;
- }
- }
- }
- }
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