製作圖片:
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程式部分 :
螺旋槳腳本:
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour {
public float speed = 0f;
float timer_f;
int timer_i;
// Update is called once per frame
void Update () {
timer_f = Time.time;
timer_i = Mathf.FloorToInt (timer_f);
Debug.Log (timer_i);
if(timer_i != 0){
transform.Rotate(Vector3.up * Time.deltaTime * speed);
speed += 1;
}
if(speed >= 800){
speed = 800;
transform.Rotate(Vector3.up * Time.deltaTime * speed);
}
}
void OnGUI(){
if(GUI.Button(new Rect(Screen.width/Screen.width, Screen.height/Screen.height, 100, 50),"return")){
Application.LoadLevel("AAABBB");
}
}
}
攝影機腳本:
var target : Transform;
var distance = 10.0;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (GetComponent.<Rigidbody>())
GetComponent.<Rigidbody>().freezeRotation = true;
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
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