mousePlacement.z = mousePlacement.y; mousePlacement.y =0; inputRotation = mousePlacement - screenCentre; } } The result of everything I have shown is it rotates, but it doesn't rotate true to where the mouse physically is. While I draw circles with the mouse, it will do full rotations...
usingUnityEngine;publicclassMouseAim : MonoBehaviour {//要控制的骨骼publicTransform spine;//要Lookat的那个点,把它设置为角色的子物体,然后z轴拉远一点publicTransform point;//不断调试,获取具体旋转值,使角色正面朝向pointpublicVector3 spineAngle =newVector3(139.48f,88.85f,11.3f);//调试用的小图片public...
tempVector2 = new Vector3(Screen.width * 0.5f,0,Screen.height * 0.5f); //Get mouse position tempVector = Input.mousePosition; //Set tempVector z to tempVector.y tempVector.z = tempVector.y; //Set tempVector y to 0 tempVector.y = 0; //Set lookDir to tempVector - tempVector2 ...
因为玩家必须一直都要在镜头内,所以我们只需要使用LookAt函数使相机实时对着玩家即可. 接下来我们将控制相机进行上下环绕,思路与上面是相同的,但因为相机是不可能进入到地下的,所以我们需要设置一个相机与玩家的最小角度值,在此我设置为10度.那么我们需不需要设置一个最大值呢?如果你亲自试一下就会觉得很有必要,在...
但是我用look at总是旋转x轴,有什么办法旋转z轴?重载什么的试了,并没有用处 lugtj55 Script 11 顶顶,unity吧没人么 第五轻柔 Project 14 自己算方向啊 mercurys123 Prefab 5 void mouse_shuru(){if (mouseroute) // 鼠标旋转开执行鼠标旋转player{Vector3 mouseCamposition = Vector3.zero; //...
对于这个Look,我们需要的输入信息是数值(Value),类型是Vector2,同时我们添加一个Processor将输入值变成标量,便于我们后期计算。 在输入器上,我们要绑定Delta[Mouse],也就是鼠标的移动变化量作为玩家的输入值,然后保存。 这里我们完成了Input System的设置。
(_arrows.transform.position);//鼠标的世界坐标转换为屏幕坐标Vector2mousePos=Camera.main.ViewportToScreenPoint(Input.mousePosition);//计算鼠标坐标与箭头坐标的偏移量floatarrowsY=mousePos.y-arrowsPos.y;floatarrowsX=mousePos.x-arrowsPos.x;floatarrowsRotationZ=0f;//对鼠标位于箭头的上下左右几种情况做不...
I am making a top-down shooter in Unity, and did the "movement" and "look at mouse" scripts, and the player rotates normally to face the mouse, but then I applied a Vector2.Lerp to smooth the rotation a bit and now when the player's Z rotation (the game is being played o...
OnMouseEnter:鼠标移入GUI控件或者碰撞体时调用 OnMouseOver:鼠标停留在GUI控件或者碰撞体时调用 OnMouseExit:鼠标移出GUI控件或者碰撞体时调用 OnMouseDown:鼠标在GUI控件或者碰撞体上按下时调用 OnMouseUp:鼠标按键释放时调用 OnTriggerEnter:与其他碰撞体进入触发器时调用 ...
var mousePos = Input.mousePosition; } private IEnumerator ShowFallVFX(GameObject o) { yield return new WaitForSeconds(0.5f); Fall(); yield return new WaitForSeconds(5f); fall_vfx.Clear(); } private void Fall() { for (int i = 0; i < childCount; i++) ...