桁架系统模拟
//键盘控制 void ControllerObjectByKeyBoard() { if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.W)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = armRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); armRootTransform.position = arm_postion + new Vector3(0, 0, 0.01f); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.S)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = armRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); armRootTransform.position = arm_postion + new Vector3(0, 0, -0.01f); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.A)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = hookRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); hookRootTransform.position = arm_postion + new Vector3(0.01f,0, 0); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.F)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = hookRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); hookRootTransform.position = arm_postion + new Vector3(-0.01f,0, 0); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.G)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = hookRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); hookRootTransform.position = arm_postion + new Vector3(0, 0.01f, 0); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.H)) { // 获取Player变量指定的对象的三围坐标 Vector3 arm_postion = hookRootTransform.position; // 获取X,Y,Z值 float x = arm_postion.x; float y = arm_postion.y; float z = arm_postion.z; //armObject.transform.Translate(); hookRootTransform.position = arm_postion + new Vector3(0, -0.01f, 0); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.R)) { // 获取Player变量指定的对象的三围坐标 Quaternion arm_rotation = hookHeaderTransform.rotation; float y = arm_rotation.y; ////Debug.Log(y); float y_f = y + 0.0f; hookHeaderTransform.Rotate(new Vector3(0, y_f, 0)); } if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.T)) { // 获取Player变量指定的对象的三围坐标 Quaternion arm_rotation = hookHeaderTransform.rotation; float y = arm_rotation.y; ////Debug.Log(y); float y_f = (y + 0.0f)*(-1.0f); hookHeaderTransform.Rotate(new Vector3(0, y_f, 0)); } }
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