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缩放(缩放打印到一张a4纸上设置)

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缩放分类: unity-- : 人阅读 评论(0) 收藏 举报unityusing UnityEngine;using System.Collections;public class Move : MonoBehaviour {#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY float ratio = 0.0f; bool isRationChanged = false; CameraControl cameraControl; Vector2 oldPosition1; Vector2 oldPosition2; Vector2 tempPosition1; Vector2 tempPosition2; ScaleType scaleType = ScaleType.None; void Start() { cameraControl = transform.GetComponent<CameraControl>(); } void LateUpdate() { if (Input.touchCount >= 1) { if (Input.GetTouch(0).phase == TouchPhase.Began || Input.GetTouch(1).phase == TouchPhase.Began) { tempPosition1 = Input.GetTouch(0).position; tempPosition2 = Input.GetTouch(1).position; oldPosition1 = tempPosition1; oldPosition2 = tempPosition2; } if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved) { scaleType = GetScaleType(); tempPosition1 = Input.GetTouch(0).position; tempPosition2 = Input.GetTouch(1).position; //if (IsScale(oldPosition1, oldPosition2, tempPosition1, tempPosition2)) { // ratio &#;= 0.f; //} else { // ratio -= 0.f; //} ScaleEvent(scaleType); if (isRationChanged) { isRationChanged = false; cameraControl.move(ratio); } oldPosition1 = tempPosition1; oldPosition2 = tempPosition2; } } } void ScaleEvent(ScaleType type) { switch (scaleType) { case ScaleType.Large: if (!IsScale(oldPosition1, oldPosition2, tempPosition1, tempPosition2)) { ratio -= 0.f; isRationChanged = true; } break; case ScaleType.Small: if (IsScale(oldPosition1, oldPosition2, tempPosition1, tempPosition2)) { ratio &#;= 0.f; isRationChanged = true; } break; case ScaleType.Middle: if (IsScale(oldPosition1, oldPosition2, tempPosition1, tempPosition2)) { ratio &#;= 0.f; isRationChanged = true; } else { ratio -= 0.f; isRationChanged = true; } break; } } ScaleType GetScaleType() { float distance = Vector3.Distance(cameraControl.subCamera.transform.position, GameControl.Instance.CurrentPlayer.transform.position); if (distance <= 3) { return ScaleType.Large; } if (distance >= ) { return ScaleType.Small; } return ScaleType.Middle; } bool IsScale(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2) { float leng1 = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) &#; (oP1.y - oP2.y) * (oP1.y - oP2.y)); float leng2 = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) &#; (nP1.y - nP2.y) * (nP1.y - nP2.y)); return leng2 > leng1; } enum ScaleType { None = 0, Large = 1, Small = 2, Middle = 3 }#endif}

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缩放(缩放打印到一张a4纸上设置)

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AI控制器 usingUnityEngine;usingSystem.Collections;publicclassEnemyController:MonoBehaviour{///summary///血条类////summary[HideInInspector]publicPlayerHealthhealth;///summary///移动的方向////summary[Hid

人物移动 voidUpdate(){if(Input.GetMouseButtonDown(0)){RayControl();}if(flagMove){if(Vector3.Distance(transform.position,mousePos)1){transform.Translate(transform.worldToLocalMatrix*transform.forward*Time.delta

围绕摄像机旋转 vartarget:Transform;vardistance=.0;varxSpeed=.0;varySpeed=.0;varyMinLimit=-;varyMaxLimit=;privatevarx=0.0;privatevary=0.0;@scriptAddComponentMenu(Camera-Control/MouseOrbit)functionStart(){

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