Unity 根据手机陀螺仪,实现流动UI效果

Unity 根据手机陀螺仪,实现流动UI效果-LMLPHP

设置Canvas

Unity 根据手机陀螺仪,实现流动UI效果-LMLPHP

模式设置为 Screen Space - Camera

指定Camera

挂载脚本

挂载Target

using System;
using UnityEngine; [Serializable]
public class SetUp
{
[Tooltip("敏感度")]
public float sensitivity = 15f; //敏感度 [Tooltip("最大水平移动速度")]
public float maxturnSpeed = 30f; [Tooltip("最大垂直傾斜角移动速度")]
public float maxTilt = 30f; [Tooltip("位移加成速率")]
public float posRate = 1.5f;
} public class MobileScreenOrientation : MonoBehaviour
{ public enum MotionAxial
{
All = , //全部轴
None = ,
x = ,
y = ,
z =
} public enum MotionMode
{
Postion = , //只是位置辩护
Rotation = ,
All = //全部变化
} //就是这里比较笨了。本来使用UnityEditor类库的多选功能。但是这个类库不支持移动平台。
public MotionAxial motionAxial1 = MotionAxial.y;
public MotionAxial motionAxial2 = MotionAxial.None; public MotionMode motionMode = MotionMode.Rotation; //运动模式 public SetUp setUp; public GameObject tager; //被移动的对象 Vector3 m_MobileOrientation; //手机陀螺仪变化的值 Vector3 m_tagerTransform;
Vector3 m_tagerPos;
public Vector3 ReversePosition = Vector3.one; //基于陀螺仪方向的取反 void Awake()
{
Screen.orientation = ScreenOrientation.Landscape;
m_tagerTransform = Vector3.zero;
m_tagerPos = Vector3.zero; } void LateUpdate()
{
if (tager == null)
return; m_MobileOrientation = Input.acceleration; if (motionAxial1 == MotionAxial.None && motionAxial2 == MotionAxial.None) //不操作任何轴
return;
else if (motionAxial1 == MotionAxial.x && motionAxial2 == MotionAxial.None) // X轴
{
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
}
else if (motionAxial1 == MotionAxial.y && motionAxial2 == MotionAxial.None) //Y 轴
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
}
else if (motionAxial1 == MotionAxial.z && motionAxial2 == MotionAxial.None) // z轴
{
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, -m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
}
else if (motionAxial1 == MotionAxial.x && motionAxial2 == MotionAxial.y) // X和Y轴
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
}
else if (motionAxial1 == MotionAxial.y && motionAxial2 == MotionAxial.x) // Y和X轴
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
}
else if (motionAxial1 == MotionAxial.x && motionAxial2 == MotionAxial.z) // x 和 Z 轴
{
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, -m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
}
else if (motionAxial1 == MotionAxial.z && motionAxial2 == MotionAxial.x) // Z 和 X 轴
{
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, -m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
}
else if (motionAxial1 == MotionAxial.y && motionAxial2 == MotionAxial.z) // Y和Z 轴
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, -m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
}
else if (motionAxial1 == MotionAxial.z && motionAxial2 == MotionAxial.y) // Z和 Y轴
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, -m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
}
else if (motionAxial1 == MotionAxial.All && motionAxial2 == MotionAxial.All) // 所有轴向都运动
{
m_tagerTransform.y = Mathf.Lerp(m_tagerTransform.y, -m_MobileOrientation.x * setUp.maxturnSpeed * ReversePosition.y, 0.2f);
m_tagerTransform.x = Mathf.Lerp(m_tagerTransform.x, m_MobileOrientation.y * setUp.maxTilt * ReversePosition.x, 0.2f);
m_tagerTransform.z = Mathf.Lerp(m_tagerTransform.z, m_MobileOrientation.z * setUp.maxTilt * ReversePosition.z, 0.2f);
} m_tagerPos.x = m_tagerTransform.y;
m_tagerPos.y = -m_tagerTransform.x;
m_tagerPos.z = m_tagerTransform.z; if (motionMode == MotionMode.Postion)
{
tager.transform.localPosition = Vector3.Lerp(tager.transform.localPosition, m_tagerPos * setUp.posRate, Time.deltaTime * setUp.sensitivity);
}
else if (motionMode == MotionMode.Rotation)
{
tager.transform.localRotation = Quaternion.Lerp(tager.transform.localRotation, Quaternion.Euler(m_tagerTransform), Time.deltaTime * setUp.sensitivity);
}
else
{
tager.transform.localPosition = Vector3.Lerp(tager.transform.localPosition, m_tagerPos * setUp.posRate, Time.deltaTime * setUp.sensitivity);
tager.transform.localRotation = Quaternion.Lerp(tager.transform.localRotation, Quaternion.Euler(m_tagerTransform), Time.deltaTime * setUp.sensitivity);
}
} }

转自博主 KitStar https://blog.csdn.net/KiTok/article/details/77073860  如有侵权,请告知!

05-11 11:05