using UnityEngine;
using System.Collections;
//本脚本实现用鼠标中键进行缩放和旋转对象
public class CamerZoomRotateObject : MonoBehaviour {
    //控制相机视角实现拉近或远离物体
    private float minFov = 5f;//视角最小值
    private float maxFov = 180f;//视角最大值
    private float sensitivity =10f;//
    //旋转快慢控制
    private float hspeed=6.0f;
    private float vspeed=6.0f;
    public Transform target;
    void Start(){
    }
    void Update()
    {
        float fov = Camera.main.fieldOfView;
        fov += Input.GetAxis("Mouse ScrollWheel") * sensitivity;
        fov = Mathf.Clamp(fov, minFov, maxFov);
        Camera.main.fieldOfView = fov;
        if(Input.GetMouseButton(2)){   
            float h=hspeed*Input.GetAxis("Mouse X");
            float v=vspeed*Input.GetAxis("Mouse Y");
            Vector3 rt=new Vector3(v,h,0);
            transform.RotateAround(target.position,rt,Time.deltaTime*100);
        }
    }
}
Windows
using UnityEngine;
using System.Collections;
public class chuangkou : MonoBehaviour {
    public Rect windowDialog=new Rect(20,20,150,100);
    private bool isOnDraw=true;
    // Use this for initialization
    void Start () {
   
float up    }
   
    // Update is called once per frame
    void Update () {
   
    }
    void OnGUI(){
        if(isOnDraw){
            windowDialog=GUI.Window(0,windowDialog,doMyWindow,"这是一个可拖动的窗口");
           
        }
    }
   
    void doMyWindow(int windowId){
       
        if(GUI.Button(new Rect(10, 20, 100, 20), "关闭窗口")){
            isOnDraw=false;
        }
    }
}
Clone
using UnityEngine;
using System.Collections;
public class clone : MonoBehaviour {
    public Transform obj;
    Vector3 screenPosition;
    Vector3 mousePositionOnScreen; 
    Vector3 mousePositionInWorld;   
    // Use this for initialization
    void Start () {
   
    }
   
    // Update is called once per frame
    void Update () {
        if (Input.GetMouseButtonDown(0)) 
        { 
            screenPosition=Camera.main.WorldToScreenPoint(obj.position);
            usePosition;
            mousePositionOnScreen.z=screenPosition.z;
            mousePositionInWorld =Camera.main.ScreenToWorldPoint(mousePositionOnScreen);
           
            //Camera.main.usePosition);
            //此方法将鼠标点击的屏幕坐标转化为相机坐标,即结果永远为相机的position
           
            if (Input .GetMouseButtonDown(0)) {   
                //鼠标点击位置创建对象
                Instantiate (obj, mousePositionInWorld , Quaternion.identity);               
            }
        } 
    }
}
Create
using UnityEngine;
using System.Collections;
public class create : MonoBehaviour {
    int num=0;
    public Texture tex;
    // Use this for initialization
    void Start () {
        GameObject .Find ("sphere/cube");
    }
   
    // Update is called once per frame
    void Update () {
   
    }
    void OnGUI(){
        if (GUI.Button (new Rect (10,10,80,30),"cube"))
        {
            GameObject obj=GameObject.CreatePrimitive (PrimitiveType .Cube );
            num ++;
            obj.name ="URObj"+num ;
            obj .transform .renderer .material .mainTexture =tex;
            obj.AddComponent<Rigidbody>();
            obj .transform .position =new Vector3 (num*0.5f,num,0);
        }
        GUI.Button (new Rect (10,40,80,30),"HOME");
            Application .LoadLevel ("zongdiaoyong");
    }
}
天空
using UnityEngine;
using System.Collections;
public class move : MonoBehaviour {
    public Transform diqiu;
    public Transform taiyang;
    public Transform yueliang;
    public Transform shui;
    public Transform jin;
    public Transform huo;
    public Transform mu;
    public Transform tu;
    public Transform tian;
    public Transform hai;
    // Use this for initialization
    void Start () {
        taiyang = GameObject .Find ("taiyang") .transform;
        diqiu = GameObject .Find ("diqiu") .transform;
        yueliang = GameObject .Find ("yueliang") .transform;
        shui = GameObject .Find ("shui") .transform;
        jin = GameObject .Find ("jin") .transform;
        huo = GameObject .Find ("huo") .transform;
        mu = GameObject .Find ("mu") .transform;
        tu = GameObject .Find ("tu") .transform;
        tian = GameObject .Find ("tian") .transform;
        hai = GameObject .Find ("hai") .transform;
    }
   
    // Update is called once per frame
    void Update () {
        diqiu.RotateAround (taiyang.position, Vector3.up, Time .deltaTime * 60);
        diqiu.RotateAround (diqiu.position, Vector3.up, Time .deltaTime * 60);
        taiyang.RotateAround (taiyang.position, Vector3.up, Time .deltaTime * 50);
        yueliang.RotateAround (diqiu.position, Vector3.up, Time .deltaTime * 30);
        yueliang.RotateAround (yueliang.position, Vector3.up, Time .deltaTime * 10);
        shui.RotateAround (taiyang.position, Vector3.up, Time .deltaTime * 100);
        shui.RotateAround (shui.position, Vector3.up, Time .deltaTime * 30);
        jin.RotateAround (taiyang.position, Vector3.up, Time .deltaTime * 80);
        huo.RotateAround (huo.position, Vector3.up, Time .deltaTime * 50);
        huo.RotateAround (taiyang.position, Vector3.up, Time .deltaTime * 20);

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