个人技术总结
Unity3D引擎C#脚本实现视角拖动
项目需求是要我做一个能用鼠标拖动画面的脚本
我的思路就是记录鼠标一开始点击的位置,然后根据相对位移,反向更改Main Camare的坐标来实现视角的移动从而实现画面拖动。
变量定义(一会要绑上控件的)
public BoxCollider2D Bounds = null; //移动的边界
public Vector3 deceleration = new Vector3(1,1,0);//减速度
public Vector3
minVec3,
maxVec3;
private Vector2 beginP = Vector2.zero;//鼠标第一次落下点
private Vector2 endP = Vector2.zero;//鼠标第二次位置(拖拽位置)
private Vector3 speed = Vector3.zero;
public Camera eyeCamera = null; // 视图相机
public bool isUpdateTouch = true; //是否更新touch
脚本开始时的赋值
void Start()
{
if (eyeCamera == null) {
eyeCamera = Camera.main;
}
if (Bounds) {
minVec3 = Bounds.bounds.min;//包围盒
maxVec3 = Bounds.bounds.max;
}
}
三种状态的鼠标坐标
///初始化位置,为接下来的move做准备
void MoveBegin(Vector3 point) {
beginP = point;
speed = Vector3.zero;
}
///更新目标位置
void Moveing(Vector3 point)
{
//记录鼠标拖动的位置
endP = point;
Vector3 fir = eyeCamera.ScreenToWorldPoint(new Vector3(beginP.x, beginP.y, eyeCamera.nearClipPlane));//转换至世界坐标
Vector3 sec = eyeCamera.ScreenToWorldPoint(new Vector3(endP.x, endP.y, eyeCamera.nearClipPlane));
speed = sec - fir;//需要移动的 向量
}
///Move结束,清除数据
void MoveEnd(Vector3 point)
{
MoveBegin(point);
}
移动Main Camare坐标(spead为移动的速度,实际效果类似灵敏度)
void Update()
{
if (Input.GetAxis("Mouse ScrollWheel") <0)
{
if(Camera.main.fieldOfView<=50)
Camera.main.fieldOfView +=2;
if(Camera.main.orthographicSize<=4.5)
Camera.main.orthographicSize +=0.5F;
}
//Zoom in
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if(Camera.main.fieldOfView>20)
Camera.main.fieldOfView-=2;
if(Camera.main.orthographicSize>=2)
Camera.main.orthographicSize-=0.5F;
}
if (speed == Vector3.zero)
{
return;
}
var x = transform.position.x;
var y = transform.position.y;
x = x - speed.x;//向量偏移
y = y - speed.y;
if (Bounds)
{
float cameraHeight = Camera.main.orthographicSize * 2;
var cameraSize = new Vector2(Camera.main.aspect * cameraHeight, cameraHeight);
var cameraHalfWidth = eyeCamera.orthographic ?cameraSize.x / 2 : 0;
var cameraHalfHeight = eyeCamera.orthographic ?cameraSize.y / 2 : 0;
//保证不会移除包围盒
x = Mathf.Clamp(x, minVec3.x + cameraHalfWidth, maxVec3.x - cameraHalfWidth);
y = Mathf.Clamp(y, minVec3.y + cameraHalfHeight, maxVec3.y - cameraHalfHeight);
}
transform.position = new Vector3(x, y, transform.position.z);
if (System.Math.Abs(speed.x) < 0.01f)
{
speed.x = 0;
}
else
{
if (speed.x > 0)
{
speed.x -= deceleration.x * Time.deltaTime;
if (speed.x < 0) {
speed.x = 0;
}
}
else
{
speed.x += deceleration.x * Time.deltaTime;
if (speed.x > 0)
{
speed.x = 0;
}
}
}
if (System.Math.Abs(speed.y) < 0.01f)
{
speed.y = 0;
}
else
{
if (speed.y > 0)
{
speed.y -= deceleration.y * Time.deltaTime;
if (speed.y < 0)
{
speed.y = 0;
}
}
else
{
speed.y += deceleration.y * Time.deltaTime;
if (speed.y > 0)
{
speed.y = 0;
}
}
}
beginP = endP;
if (speed.x == 0 && speed.y == 0)
{
speed = Vector3.zero;
}
}
在Unity上的控件绑定
为了更好的游戏体验我还增加了个用滚轮放大缩小画面的脚本
原理是滚轮事件改变Main Camare高度
if (Input.GetAxis("Mouse ScrollWheel") <0)
{
if(Camera.main.fieldOfView<=50)
Camera.main.fieldOfView +=2;
if(Camera.main.orthographicSize<=4.5)
Camera.main.orthographicSize +=0.5F;
}
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
if(Camera.main.fieldOfView>20)
Camera.main.fieldOfView-=2;
if(Camera.main.orthographicSize>=2)
Camera.main.orthographicSize-=0.5F;
}
遇到的难题就是画面可以无限拖,所以我加了一个不可见的物理精灵碰撞盒作为边界,这样就不会超出去了
进行总结
Unity3d是一个功能很强大的引擎,里面有很多很方便的控件和属性,很有意思,不过卡牌游戏不能充分体现他的强大,物体碰撞那块用的很少,很可惜。
列出参考文献、参考博客
B站的从零开始Uinty教程
Unity官方问答
简书