Selaa lähdekoodia

添加鼠标操作模式

wangxi 1 vuosi sitten
vanhempi
commit
fe49862100

+ 551 - 1
Assets/Scenes/Scene1.unity

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+ 32 - 10
Assets/Scripts/Button/ButtonsController.cs

@@ -9,7 +9,7 @@ using UnityEngine.Video;
 public class ButtonsController : MonoBehaviour
 {
     public GameObject MainMenu;//一级菜单
-    public bool MainMenuState=false;
+    public bool MainMenuState = false;
     public GameObject ConfigWnd;//设备关联窗口
     public bool ConfigWndState = false;
     public GameObject MessageWnd;//设备关联窗口
@@ -29,16 +29,18 @@ public class ButtonsController : MonoBehaviour
     public static bool isWalk = false;
     public GameObject btn_walk;
     public GameObject btn_fly;
+    public GameObject btn_3d;
+    public GameObject btn_cad;
     // Start is called before the first frame update
     void Start()
     {
         EquipemntBtn = GameObject.Find("sidebarBtn/btn_equipemnt").GetComponent<Button>();
-        if (MainMenu != default) 
-        { 
-            MainMenu.SetActive(false); 
+        if (MainMenu != default)
+        {
+            MainMenu.SetActive(false);
         }
-        if (ConfigWnd != default) 
-        { 
+        if (ConfigWnd != default)
+        {
             ConfigWnd.SetActive(false);
         }
         if (MessageWnd != default)
@@ -69,6 +71,8 @@ public class ButtonsController : MonoBehaviour
         VideoPlayer.SetActive(false);
         btn_walk.SetActive(false);
         btn_fly.SetActive(true);
+        btn_3d.SetActive(true);
+        btn_cad.SetActive(false);
     }
 
     // Update is called once per frame
@@ -103,7 +107,7 @@ public class ButtonsController : MonoBehaviour
     /// <summary>
     /// 漫游按钮转换显示
     /// </summary>
-    public void WalkFlyShowOrHide() 
+    public void WalkFlyShowOrHide()
     {
         if (isWalk)
         {
@@ -223,9 +227,9 @@ public class ButtonsController : MonoBehaviour
     public void OnClickBtnMsgYes()
     {
         Application.Quit();
-        #if UNITY_EDITOR
-                UnityEditor.EditorApplication.isPlaying = false;
-        #endif
+#if UNITY_EDITOR
+        UnityEditor.EditorApplication.isPlaying = false;
+#endif
     }
     /// <summary>
     /// 取消按钮
@@ -419,4 +423,22 @@ public class ButtonsController : MonoBehaviour
         MainCameraController.devNo = "1";
         VideoPlayerController.isPlayed = false;
     }
+    /// <summary>
+    /// 3D
+    /// </summary>
+    public void OnClickBtn3D()
+    {
+        btn_3d.SetActive(false);
+        btn_cad.SetActive(true);
+        MainCmaeraScript.is3D = -1;
+    }
+    /// <summary>
+    /// CAD
+    /// </summary>
+    public void OnClickBtnCAD()
+    {
+        btn_3d.SetActive(true);
+        btn_cad.SetActive(false);
+        MainCmaeraScript.is3D = 1;
+    }
 }

+ 6 - 5
Assets/Scripts/Camera/MainCmaeraScript.cs

@@ -12,6 +12,7 @@ public class MainCmaeraScript : MonoBehaviour
     public float Sensitivity = 200;
     public float xRotation;
     //bool isWalk = true;
+    public static int is3D = 1;
     #region 相机状态
     /// <summary>
     /// 相机状态
@@ -189,8 +190,8 @@ public class MainCmaeraScript : MonoBehaviour
 
                     var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
 
-                    m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
-                    m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
+                    m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor* is3D;
+                    m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor * is3D;
                 }
             }
 
@@ -233,9 +234,9 @@ public class MainCmaeraScript : MonoBehaviour
                     X = Input.GetAxis("Mouse X") * Sensitivity * Time.deltaTime * detScrol;
                     Y = Input.GetAxis("Mouse Y") * Sensitivity * Time.deltaTime * detScrol;
 
-                    xRotation -= Y;
-                    xRotation = Mathf.Clamp(xRotation, -70f, 70f);
-                    player.Rotate(Vector3.up * X);
+                    xRotation -= Y * is3D;
+                    xRotation = Mathf.Clamp(xRotation, -50f, 50f);
+                    player.Rotate(Vector3.up * X * is3D);
                     transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
                 }
             }