标签:led point atime rmdir lam rlock vertica direction rtc
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Spin : MonoBehaviour { public float speed = 3.0f; // Use this for initialization void Start () { } // Update is called once per frame void Update () { transform.Rotate (0, speed, 0, Space.World); } }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour {
public enum RotationAxes{
MouseXAndY = 0,
MouseX = 1,
MouseY = 2,
}
public RotationAxes axes = RotationAxes.MouseX;
public float sensitivityHor = 9.0f;
public float sensivtiityVert = 9.0f;
public float minimumVert = -45.0f;
public float maxiimumVert = 45.0f;
private float _rotationX = 0;
// Use this for initialization
void Start () {
Rigidbody body = GetComponent<Rigidbody> ();
if(body != null){
body.freezeRotation = true;
}
}
// Update is called once per frame
void Update () {
if (axes == RotationAxes.MouseX){
transform.Rotate (0, Input.GetAxis ("Mouse X") * sensitivityHor, 0);
}
else if (axes == RotationAxes.MouseY){
_rotationX -= Input.GetAxis (
"Mouse Y") * sensivtiityVert;
_rotationX = Mathf.Clamp (_rotationX, minimumVert, maxiimumVert);
float rotationY = transform.localEulerAngles.y;
transform.localEulerAngles = new Vector3 (
_rotationX, rotationY, 0);
}
else {
_rotationX -= Input.GetAxis (
"Mouse Y") * sensivtiityVert;
_rotationX = Mathf.Clamp (_rotationX, minimumVert, maxiimumVert);
float delta = Input.GetAxis ("Mouse X") * sensitivityHor;
float rotatuinY =
transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3 (_rotationX, rotatuinY, 0);
}
}
}
using System.Collections; using System.Collections.Generic; using UnityEngine; public class FPSinput : MonoBehaviour { public float speed = 6.0f; private CharacterController _characterController; public float gravity = -9.8f; // Use this for initialization void Start () { _characterController = GetComponent< CharacterController> (); } // Update is called once per frame void Update () { float deltaX = Input.GetAxis ("Horizontal") * speed; float deltaZ = Input.GetAxis ("Vertical") * speed; Vector3 movement = new Vector3 (deltaX, 0, deltaZ); movement = Vector3.ClampMagnitude (movement, speed); movement.y = gravity; movement *= Time.deltaTime; movement = transform.TransformDirection (movement); _characterController.Move (movement); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RayShooter : MonoBehaviour { private Camera _camera; // Use this for initialization void Start () { _camera = GetComponent<Camera> (); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } void OnGUI(){ int size = 12; float posX = _camera.pixelWidth / 2 - size / 4; float posY = _camera.pixelHeight / 2 - size / 2; GUI.Label (new Rect (posX, posY, size, size), "*"); } // Update is called once per frame void Update () { if(Input.GetMouseButtonDown(0)){ Vector3 point = new Vector3 (_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0); Ray ray = _camera.ScreenPointToRay (point); RaycastHit hit; if(Physics.Raycast(ray, out hit)){ GameObject hitObject = hit.transform.gameObject; ReactiveTarget target = hitObject.GetComponent<ReactiveTarget> (); if(target != null){ target.ReactToHit (); }else{ StartCoroutine (SphereIndicator (hit.point)); } } } } private IEnumerator SphereIndicator(Vector3 pos){ GameObject sphere = GameObject.CreatePrimitive (PrimitiveType.Sphere); sphere.transform.position = pos; yield return new WaitForSeconds (1); Destroy (sphere); } }
标签:led point atime rmdir lam rlock vertica direction rtc
原文地址:http://www.cnblogs.com/PabloZeal/p/7922957.html