("Action_Move" + ctx.ReadValue<Vector2>()); }; inputActions.Player.ACTION_UP.performe 10. 官方文档:docs.unity3d.com/Packag 超详细讲解:gamedevbeginner.com/inp 详细讲解各个Binding等,随时查阅。 编辑于 2022-01-29 16:30 Unity(游戏引擎)
在菜单栏中选择“Window→Package Manager”在弹出的 Package Manager面板中选中“Input System”,单击右下角的Install安装,如果列表中显示的内容较少并找不到Input System时,可以将窗口顶部的“Packages”切换为“Unity Registry”即可。 Package Manager安装展示图 安装后选择“Yes”,会重启Unity,重启后安装完毕。 安装...
GetAxis ("Mouse X"), Space.World); } } else if (Input.touchCount > 1) { Touch t1 = Input.GetTouch (0); Touch t2 = Input.GetTouch (1); if (t2.phase == TouchPhase.Began) { lastDis = Vector2.Distance (t1.position, t2.position); } else { ...
/*float mouse_dx = Input.GetAxis("Mouse X"); float mouse_dy = Input.GetAxis("Mouse Y"); Debug.Log(mouse_dx + ":" + mouse_dy);*/ // 不会有插值的,1,0 // float value = Input.GetAxisRaw("Jump"); // Debug.Log(value); // 鼠标左键, /*if (Input.GetButton("Fire1")) {...
GetMouseDown、GetMouseUp Input.GetMouseButton(0); ——鼠标左键0,鼠标右键1,滑轮2 mousePosition:左下角坐标为(0,0) 2、Input 虚拟轴/虚拟按键 (1)虚拟轴 触屏类:Mouse X 、Mouse Y、Mouse Scrollwheel 键盘操作类:Vertical、Horizontal (2)获取方法 ...
(Vector3.right*角度归零暂存.x);身体.Rotate(Vector3.up*角度归零暂存.y);}当前镜头推拉插值=Mathf.Clamp01(当前镜头推拉插值-Input.mouseScrollDelta.y*.05f);摄像机位置.position=Vector3.Lerp(镜头推拉最近点.position,镜头推拉最远点.position,当前镜头推拉插值);if(使用鼠标){if(Input.GetMouseButtonDown(...
using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class MouseEventMgr : MonoBehaviour { private GraphicRaycaster gra; public delegate void EventUI(Transform target); //鼠标点击UI事件字典 ...
usingUnityEngine;usingSystem.Collections;publicclassMobileMouseMap : MonoBehaviour {//Update is called once per framevoidUpdate () {#ifUNITY_IPHONE || UNITY_ANDROID || UNITY_BLACKBERRY || UNITY_WP8if(Input.touchCount>0) {//Screen position of touchVector2 TouchLocation = Input.GetTouch(0).po...
(Input.mousePosition.x,Input.mousePosition.y,10));transform.position=temp;}elseif(Input.GetMouseButton(1)){//Input.GetAxis("MouseX")获取鼠标移动的X轴的距离x+=Input.GetAxis("Mouse X")*xSpeed*0.02f;y-=Input.GetAxis("Mouse Y")*ySpeed*0.02f;y=ClampAngle(y,yMinLimit,yMaxLimit);//...
GetAxis("Mouse Y") * m_ySpeed ; } if (Input.GetMouseButtonUp(1)) { m_isRightPress = false; } } private void LateUpdate() { if (m_isLeftPress == true && m_hitTrans != null) { Vector3 screenPos = Camera.main.WorldToScreenPoint(m_hitTrans.position); Vector3 mousePos = Input...