1、实现吊机吊物体的功能
个人见解:
zhantie.gif
//挂在吊机的脚本
public class diaoji_ctrl : MonoBehaviour
{
public float move_speed;
public float gouzi_speed;
GameObject shengZi;
GameObject gouZi;
void Start()
{
shengZi = GameObject.Find("shengzi");
gouZi = GameObject.Find("gouzi");
}
void Update()
{
float h = Input.GetAxis("Horizontal") * move_speed * Time.deltaTime;
float v = Input.GetAxis("Vertical") * move_speed * Time.deltaTime;
transform.Translate(h, 0, v); //吊机的移动
//限制上拉与下放的极限距离
float dis = Vector3.Distance(gameObject.transform.position, gouZi.transform.position);
if (Input.GetKey(KeyCode.J) && dis < 2.85f)
{
GouziMove(gouzi_speed);
}
if (Input.GetKey(KeyCode.K) && dis > 0.8f)
{
GouziMove(-gouzi_speed);
}
}
void GouziMove(float speed)
{
shengZi.transform.localScale = shengZi.transform.localScale + new Vector3(0, speed, 0) * Time.deltaTime;
shengZi.transform.Translate(0, -speed * Time.deltaTime, 0);
gouZi.transform.Translate(0, -2 * speed * Time.deltaTime, 0);
}
}
//挂在吊钩的脚本
public class gouzi_ctrl : MonoBehaviour {
private void Update()
{
if (Input.GetKeyDown(KeyCode.L))
{
transform.GetChild(0).gameObject.GetComponent<Rigidbody>().isKinematic = false;//恢复
transform.DetachChildren(); //解除自身所有子物体
}
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "goods")
{
collision.gameObject.GetComponent<Rigidbody>().isKinematic = true;// 让物体仅受代码控制
collision.gameObject.transform.SetParent(gameObject.transform);
}
}
}
2、写一个计时器工具,从整点开始计时,格式为:00:00:00
//挂在随便一个text物体上
//空格暂停与开始;小键盘0清零
public class jishiqi : MonoBehaviour {
private float timer = 0f;
private int h = 0;
private int m = 0;
private int s = 0;
private string timeStr = string.Empty;
Text time_text;
bool pause = true;
private void Start()
{
time_text = gameObject.GetComponent<Text>();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
pause = !pause;
}
timer += Time.deltaTime;
if (!pause)
{
if (timer >= 1f)
{
s++;
timer = 0;
}
if (s >= 60)
{
m++;
s = 0;
}
if (m >= 60)
{
h++;
m = 0;
}
if (h >= 99)
{
h = 0;
}
}
if (Input.GetKeyDown(KeyCode.Keypad0))
{
s = 0; m = 0; h = 0;
}
timeStr = string.Format("{0:D2}:{1:D2}:{2:D2}", h, m, s);
time_text.text = timeStr;
}
}
3、用鼠标实现在场景中拖动物体,用鼠标滚轮实现缩放
//鼠标拖拽,注:被拖拽物体不能与场景内其他物体在default layer上
public class dragobj : MonoBehaviour
{
private void OnMouseEnter()
{
gameObject.transform.localScale += new Vector3(0.1f, 0.1f, 0.1f);
}
private void OnMouseExit()
{
gameObject.transform.localScale -= new Vector3(0.1f, 0.1f, 0.1f);
}
private void OnMouseDrag()
{
Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);//从屏幕鼠标点击的位置向场景内发出一条射线
RaycastHit floorHit;
if (Physics.Raycast(camRay, out floorHit, 1000f, 1))//1为过滤层
{
transform.position = new Vector3(floorHit.point.x, floorHit.point.y + 0.25f, floorHit.point.z);
}
}
}
//滚轮缩放
public class view_ctrl : MonoBehaviour
{
public float wheelspeed;
void Update()
{
transform.Translate(0, 0, Input.GetAxis("Mouse ScrollWheel") * wheelspeed * Time.deltaTime, Space.Self);
}
}
4、鼠标左键游戏对象使其旋转
public class RollObj : MonoBehaviour
{
public float roll_speed;
void Update()
{
if (Input.GetMouseButton(0))
{
gameObject.transform.eulerAngles += new Vector3(0, -Input.GetAxis("Mouse X") * roll_speed * Time.deltaTime, 0);
}
}
}
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