Unity做360°全景圖
阿新 • • 發佈:2018-11-19
最近接了個用unity做全景圖的活,我的想法是在unity內建一個球,將shader選為Mobile/particles/Alpha Blended,然後將做好的全景圖貼上去就OK了,下面貼上一段攝像機放大縮小的程式碼,怕自己忘了..參考了部分網上的程式碼
using UnityEngine; using System.Collections; using UnityEngine.UI; public class Test01 : MonoBehaviour { public float moveSpeed = 1;//物體旋轉速度 public GameObject target; private Vector2 oldPosition; private Vector2 oldPosition1; private Vector2 oldPosition2; private float distance = 0; private bool flag = false; //攝像頭的位置 private float x = 0f; private float y = 0f; //左右滑動移動速度 public float xSpeed = 250f; public float ySpeed = 120f; //縮放限制係數 public float yMinLimit = -360; public float yMaxLimit = 360; //是否旋轉 private bool isRotate = true; //計數器 private float count = 0; public static Test01 _instance; //初始化遊戲資訊設定 void Start() { _instance = this; Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; if (GetComponent< Rigidbody >()) GetComponent< Rigidbody >().freezeRotation = true; } // Update is called once per frame void Update() { if (isRotate) { target.transform.Rotate(Vector3.down, Time.deltaTime * moveSpeed,Space.World); } if (!isRotate) { count += Time.deltaTime; if (count > 5) { count = 0; isRotate = true; } } //觸控型別為移動觸控 if (Input.GetMouseButton(0)) { //根據觸控點計算X與Y位置 x += Input.GetAxis("Mouse X") * xSpeed *Time.deltaTime; y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime; isRotate = false; } //判斷滑鼠滑輪是否輸入 float temp = Input.GetAxis("Mouse ScrollWheel"); if (temp!=0) { if (temp>0) { // 這裡的資料是根據我專案中的模型而調節的,大家可以自己任意修改 if (distance > -15) { distance -= 0.5f; } } if (temp<0) { // 這裡的資料是根據我專案中的模型而調節的,大家可以自己任意修改 if (distance < 20) { distance += 0.5f; } } } } //計算距離,判斷放大還是縮小。放大返回true,縮小返回false bool IsEnlarge(Vector2 oP1, Vector2 oP2, Vector2 nP1, Vector2 nP2) { //old distance float oldDistance = Mathf.Sqrt((oP1.x - oP2.x) * (oP1.x - oP2.x) + (oP1.y - oP2.y) * (oP1.y - oP2.y)); //new distance float newDistance = Mathf.Sqrt((nP1.x - nP2.x) * (nP1.x - nP2.x) + (nP1.y - nP2.y) * (nP1.y - nP2.y)); if (oldDistance < newDistance) { //zoom+ return true; } else { //zoom- return false; } } //每幀執行,在Update後 void LateUpdate() { if (target) { //重置攝像機的位置 y = ClampAngle(y, yMinLimit, yMaxLimit); var rotation = Quaternion.Euler(y, x, 0); var position = rotation *(new Vector3(0.0f, 0.0f, -distance)) + target.transform.position; transform.rotation = rotation; transform.position = position; } } float ClampAngle(float angle,float min,float max) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp(angle, min, max); } }