您好,登錄后才能下訂單哦!
小編這次要給大家分享的是用實(shí)例分析Unity如何制作小地圖和方向?qū)Ш剑恼聝?nèi)容豐富,感興趣的小伙伴可以來了解一下,希望大家閱讀完這篇文章之后能夠有所收獲。
一、unity方向?qū)Ш街谱?/strong>
設(shè)計(jì)要求是方向?qū)Ш诫S著鼠標(biāo)旋轉(zhuǎn)轉(zhuǎn)換方向,效果圖如下:
using UnityEngine; using System.Collections; using UnityEngine.UI; public class shijiao : MonoBehaviour { public GameObject Gcanvas; public GameObject UIzhinanpicture; public GameObject Terren; public GameObject SMAP; //public GameObject bnt=GameObject.Find("Button"); //方向靈敏度 public float sensitivityX = 10F; public float sensitivityY = 10F; //上下最大視角(Y視角) public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; static public bool ifcanvas; void Update() { if(Input.GetMouseButton (0)){ //按住鼠標(biāo)左鍵才能調(diào)節(jié)角度,根據(jù)鼠標(biāo)移動的快慢(增量), 獲得相機(jī)左右旋轉(zhuǎn)的角度(處理X) float rotationX = transform.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX; //根據(jù)鼠標(biāo)移動的快慢(增量), 獲得相機(jī)上下旋轉(zhuǎn)的角度(處理Y) rotationY += Input.GetAxis ("Mouse Y") * sensitivityY; //角度限制. rotationY小于min,返回min. 大于max,返回max. 否則返回value rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); //總體設(shè)置一下相機(jī)角度 transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0); UIzhinanpicture.transform.localEulerAngles = new Vector3(0,0,- rotationX); } } }
二、unity小地圖的制作
關(guān)于小地圖的制作,網(wǎng)上各種帖子鋪天蓋地,然而仔細(xì)看卻發(fā)現(xiàn)大部分都一樣,互相抄襲,很多都是沒用的。各種帖子大都采用是正交相機(jī)的方式顯示小地圖,然而這個(gè)地圖是真實(shí)場景的俯視,我們需要的往往是像英雄聯(lián)盟那樣的小地圖,這里我采用一種簡單的方式實(shí)現(xiàn)小地圖。廢話不說先上效果圖:
using UnityEngine; using System.Collections; using UnityEngine.UI; using System; using UnityEngine.EventSystems; public class shijiao : MonoBehaviour { public GameObject Gcanvas;//畫布 public GameObject UIzhinanpicture; public GameObject Terren;//大地 public GameObject SMAP;//小地圖指針 public GameObject SMAPBK;//小地圖背景 GameObject Cm; //方向靈敏度 public float sensitivityX = 10F; public float sensitivityY = 10F; //上下最大視角(Y視角) public float minimumY = -60F; public float maximumY = 60F; //山地的大小 float Twidth; float Tlongth; //地圖大小 float mapwidth; float maplongth; //比例大小 static public float widthScale; static public float longthscal; //圖片縮放比例 //比例大小 //static public float PwidthScale; //static public float Plongthscal; float rotationY = 0F; static public bool ifcanvas; private float movespeed = 20; CharacterController ctrlor; void Start () { RenderSettings.fog = false; ifcanvas =true; Gcanvas.SetActive (ifcanvas); Cm = GameObject.Find("Mcam"); ctrlor = GetComponent<CharacterController>(); Twidth=Terren.GetComponent<Collider>().bounds.size.x; Tlongth =Terren.GetComponent<Collider>().bounds.size.z; mapwidth = SMAPBK.GetComponent<RectTransform>().rect.width; maplongth = SMAPBK.GetComponent<RectTransform>().rect.height; widthScale =(mapwidth) /Twidth; longthscal =(maplongth) /Tlongth; SMAP.transform.localPosition= new Vector3(Cm.transform.position.x* widthScale- 50, Cm.transform.position.z* longthscal-50,0); } void Update() { if (Input.GetMouseButton (1)) { ifcanvas = true; Gcanvas.SetActive (ifcanvas); } else{ if (Input.GetKey(KeyCode.Escape)) { ifcanvas = false; Gcanvas.SetActive (ifcanvas); } if (!EventSystem.current.IsPointerOverGameObject()) { //W鍵前進(jìn) if (Input.GetKey (KeyCode.W)) { Vector3 forward = transform.TransformDirection(Vector3.forward); ctrlor.Move(forward*movespeed*Time.deltaTime); } //S鍵后退 if (Input.GetKey(KeyCode.S)) { Vector3 back = transform.TransformDirection(Vector3.back); ctrlor.Move(back * movespeed * Time.deltaTime); } //A鍵移動 if (Input.GetKey(KeyCode.A)) { Vector3 left = transform.TransformDirection(Vector3.left); ctrlor.Move(left* movespeed * Time.deltaTime); } //D鍵后退 if (Input.GetKey(KeyCode.D) && gameObject.transform.position.y > 0) { Vector3 right = transform.TransformDirection(Vector3.right); ctrlor.Move(right * movespeed * Time.deltaTime); } //E鍵升高 if (Input.GetKey (KeyCode.E)) { Vector3 upward = transform.TransformDirection(Vector3.up); ctrlor.Move(upward * movespeed * Time.deltaTime); } SMAP.transform.localPosition = new Vector3(Cm.transform.position.x * widthScale - 50, Cm.transform.position.z * longthscal - 50, 0); if (Input.GetMouseButton (0)){ //根據(jù)鼠標(biāo)移動的快慢(增量), 獲得相機(jī)左右旋轉(zhuǎn)的角度(處理X) float rotationX = transform.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX; //根據(jù)鼠標(biāo)移動的快慢(增量), 獲得相機(jī)上下旋轉(zhuǎn)的角度(處理Y) rotationY += Input.GetAxis ("Mouse Y") * sensitivityY; //角度限制. rotationY小于min,返回min. 大于max,返回max. 否則返回value rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); //總體設(shè)置一下相機(jī)角度 transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0); UIzhinanpicture.transform.localEulerAngles = new Vector3(0,0,- rotationX); SMAP.transform.localEulerAngles = new Vector3(0, 0, -rotationX); } } } } }
看完這篇關(guān)于用實(shí)例分析Unity如何制作小地圖和方向?qū)Ш降奈恼?,如果覺得文章內(nèi)容寫得不錯(cuò)的話,可以把它分享出去給更多人看到。
免責(zé)聲明:本站發(fā)布的內(nèi)容(圖片、視頻和文字)以原創(chuàng)、轉(zhuǎn)載和分享為主,文章觀點(diǎn)不代表本網(wǎng)站立場,如果涉及侵權(quán)請聯(lián)系站長郵箱:is@yisu.com進(jìn)行舉報(bào),并提供相關(guān)證據(jù),一經(jīng)查實(shí),將立刻刪除涉嫌侵權(quán)內(nèi)容。