桁架系统控制

桁架系统模拟

 

//键盘控制
void ControllerObjectByKeyBoard()
{
    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = armRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        armRootTransform.position = arm_postion + new Vector3(0, 0, 0.01f);
    }

    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.S))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = armRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        armRootTransform.position = arm_postion + new Vector3(0, 0, -0.01f);
    }


    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.A))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = hookRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        hookRootTransform.position = arm_postion + new Vector3(0.01f,0, 0);
    }

    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.F))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = hookRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        hookRootTransform.position = arm_postion + new Vector3(-0.01f,0, 0);
    }

    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.G))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = hookRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        hookRootTransform.position = arm_postion + new Vector3(0, 0.01f, 0);
    }

    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.H))
    {
        // 获取Player变量指定的对象的三围坐标
        Vector3 arm_postion = hookRootTransform.position;
        // 获取X,Y,Z值
        float x = arm_postion.x;
        float y = arm_postion.y;
        float z = arm_postion.z;

        //armObject.transform.Translate();
        hookRootTransform.position = arm_postion + new Vector3(0, -0.01f, 0);
    }


    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.R))
    {
        // 获取Player变量指定的对象的三围坐标
        Quaternion arm_rotation = hookHeaderTransform.rotation;
        float y = arm_rotation.y;
        ////Debug.Log(y);
        float y_f = y + 0.0f;
        hookHeaderTransform.Rotate(new Vector3(0, y_f, 0));

    }


    if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.T))
    {
        // 获取Player变量指定的对象的三围坐标
        Quaternion arm_rotation = hookHeaderTransform.rotation;
        float y = arm_rotation.y;
        ////Debug.Log(y);
        float y_f = (y + 0.0f)*(-1.0f);
        hookHeaderTransform.Rotate(new Vector3(0, y_f, 0));

    }



}

 

 

 

 

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posted @ 2021-09-23 17:46  西北逍遥  阅读(101)  评论(0编辑  收藏  举报