using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class intput : MonoBehaviour {
//float b = 0, c = 100, f = 0.2f;
//public Transform ball;
void Start () {
}
void Update() {
//if (Input.GetKey(KeyCode.W))
//{
// Debug.Log("是否輸入W");
// transform.position += Vector3.forward * Time.deltaTime;
//}
//if (Input.GetKey(KeyCode.S))
//{
// Debug.Log("是否輸入s");
// transform.position += Vector3.back * Time.deltaTime;
//}
////if (Input.GetKey (KeyCode.A))
//{
// Debug.Log("是否輸入a");
// transform.position += Vector3.left * Time.deltaTime;
//}
//if (Input.GetKey (KeyCode.D))
//{
// Debug.Log("是否輸入d");
// transform.position += Vector3.right * Time.deltaTime;
//}
// transform.Translate(Vector3.forward*Time.deltaTime);
//if (Input.GetKeyUp(KeyCode.O))
//{
// Debug.Log("Input.GetKeyUp(KeyCode.O)");
//}
//Input.GetKeyDown:按下某個按鍵第一幀時返回ture
//Input.GetKey:鬆開時按鍵期間返回ture
//Input.GetKeyup:鬆開某個按鍵第一幀返回ture
//if (Input.GetMouseButtonDown(0))
//{
// Debug.Log("按下鼠標左鍵");
//}
//if (Input.GetMouseButtonDown(1))
//{
// Debug.Log("按下鼠標左右鍵");
//}
//if (Input.GetMouseButtonDown(2))
//{
// Debug.Log("按下鼠標滑輪");
//}
//if (Input.GetMouseButton(0))
//{
// Debug.Log("長按鼠標左鍵");
//}
//if (Input.GetMouseButton(1))
//{
// Debug.Log("長按鼠標右鍵");
//}
//if (Input.GetMouseButton(2))
//{
// Debug.Log("長按下鼠標滑輪");
//}
////Input.GetAxis獲取虛擬軸
////horizontal;獲取水平方向
////vertical獲取垂直方向
//float hor = Input.GetAxis("Horizontal");
//float ver = Input.GetAxis("Vertical");
//transform.Translate(0,0,ver*Time.deltaTime);//前進後退
//transform.Rotate(0,hor,0);//旋轉
//Debug.Log("hor:"+hor);
//Debug.Log("ver:"+ver);
//獲取鼠標光標一幀內屏幕上的移動距離
//Debug.Log("x="+Input.GetAxis("Mouse X"));//水平方向
//Debug.Log("y="+Input.GetAxis("Mouse Y"));//垂直方向
//float a = Mathf.Tan(90);
// Debug.Log(a);
// int age = 200;
//age= Mathf.Clamp(age,18,19);/*限制一個值在某個範圍
// 小於最小值則返回最小值
// 大於最大值則返回最大值*/
// Debug.Log("age:"+age);
// Mathf.Clamp01();//限制值在0與1之間
//差值(插值)通過差值係數f 來返回b和c差值的比例
//float g = Mathf.Lerp(b,c,f);
//Debug.Log(g);
// : 物體移動用Vector3.Lerp
//transform.position= Vector3.Lerp(
// transform.position,ball.position,0.5f);
//得到fieldofview
//鼠標控制攝像頭遠近
float field = Camera.main.fieldOfView;
field += Input.GetAxis("Mouse ScrollWheel")*20f;
Camera.main.fieldOfView =
Mathf.Clamp(field,30,100);//限制在30到100;
//鼠標控制攝像頭的視角
float h = Input.GetAxis("Mouse X");
float v = Input.GetAxis("Mouse Y");
if (h!=0)
{
Camera.main.transform.Rotate(Vector3.up*Time.deltaTime*h*90f,Space.World);
}
if (v!=0)
{
Camera.main.transform.Rotate(Vector3.left * Time.deltaTime * v * 90f, Space.World);
}
}
}
public class Colliderscript : MonoBehaviour {
private void OnMouseDown() {
Debug.Log(" 按下鼠標");
}
private void OnMouseEnter() {
Debug.Log("進入 ");
}
private void OnMouseDrag() {
Debug.Log("拖拽"); }
private void OnMouseOver() {
Debug.Log("懸停");
}
private void OnMouseUp() {
Debug.Log("鼠標擡起時");
}
private void OnMouseUpAsButton() {
Debug.Log("鼠標在 物體上按下擡起時一個完整過程");
}
private void OnMouseExit() {
Debug.Log("鼠標從物體身上離開");
}
}
//Debug.Log("鼠標拖拽");
//Vector3 Mpousepos = Input.mousePosition;
//Debug.Log("鼠標點位置"+ Input.mousePosition);
//Vector3 mouseworldpos=
//Camera.main.ViewportToWorldPoint(
// new Vector3(Mpousepos.x / Screen.width,
// Mpousepos.y / Screen.height, 10));
//屏幕座標點改成世界座標點;
//將視口座標系轉變成世界座標系,game的左下角(0,0),右上角是(1,1)
//屏幕座標系game的左下角(0,0):右上角是(screen。width,scree。height)