using UnityEngine; public class MouseMovementDirection : MonoBehaviour { private Vector3 previousMousePosition; void Start() { // 初始化鼠标的初始位置 previousMousePosition = Input.mousePosition; } void Update() { // 获取当前的鼠标位置 Vector3 currentMousePosition = Input.mousePosition; // 计算鼠标的...
using UnityEngine; public class PlayerController : MonoBehaviour { private Transform transform; public float moveSpeed = 5f; public float rotateSpeed = 50f; void Start() { transform = GetComponent<Transform>(); } void Update() { float adValue = Input.GetAxis("Horizontal"); float wsValue = ...
rotationLerpTime:旋转插值到目标值所需时长 mouseMovementSensitivity:鼠标左键拖拽移动的灵敏度 mouseRotationSensitivityCurve:鼠标右键拖拽旋转的灵敏度 mouseScrollMoveSpeed:鼠标滚轮滚动时视角拉近拉远的速度 invertScrollDirection:是否反转鼠标滚轮滚动时视角拉近拉远的方向 enableAutoIdle:是否启用自动进入闲置状态 idleWa...
public float mouseX; public float mouseY; PlayerControls inputActions;//声明 InputSystem的脚本对象 Vector2 movementInput;//存储 WASD输入的值 public void OnEnable() { //获取设备上的输入 if (inputActions == null) { inputActions = new PlayerControls(); //绑定输入的值 inputActions.PlayerMovemen...
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation var translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held ...
2. Mouse Events 鼠标事件: 用法:鼠标事件(例如“OnMouseDown”、“OnMouseDrag”和“OnMouseUp”)是 Unity 的内置事件函数,用于处理 Unity 编辑器内以及某些情况下独立应用程序中的鼠标交互。这些事件与具有 Collider 组件的游戏对象相关联,通常用于 Unity 编辑器中的测试和开发目的。 设备:鼠标事件是为带有鼠标的传...
1 using UnityEngine; 2 using System.Collections; 3 public class PlayerLook : MonoBehaviour { 4 ...//此类省略了其他函数和变量等的声明,请读者自行查阅光盘 5 public RotationAxes axes = RotationAxes.MouseX; //鼠标滑动方向变量 6 void Update () { 7 //此方法省略了其他代码片段,请读者自行查阅光盘 ...
1.代码 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class MouseMovement : MonoBehaviour { // Start is called before the first frame update void Start() { } // Update is called once per frame ...
// Get Mouse Input float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX; float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY; yRotation += mouseX; xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -90f, 90f); ...
同理把cameraInput转化成相机的x轴旋转输入mouseX,y轴移动输入mouseY。 Player移动部分分析 我们改变的所有rigidbody、rotation都是在外层的gameobject上改动的,内层模型的位置、旋转等始终不发生变化,只负责动画的播放。 moveDirection = cameraObject.forward * inputHandle.vertical; //z ...