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如何修改軌道腳本以在Unity3d中觸摸的按鈕上啟動

[英]How to modify orbit script to start on button touched in Unity3d

我的以下軌道腳本在Unity3d中的GameObject上運行正常。 如果要在Android設備上觸摸GUI.Button,我想在GameObject上運行腳本。

這是原始的C#Orbir腳本:

using UnityEngine;
using System.Collections;

public class Orbiter : MonoBehaviour {

GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public Vector3 desiredPosition;
public float radius = 2.0f;
public float radiusSpeed = 0.5f;
public float rotationSpeed = 80.0f;

void Start () {
cube = GameObject.FindWithTag("MarkerObject");
center = cube.transform;
transform.position = (transform.position - center.position).normalized * radius + center.position;
radius = 2.0f;
}

void Update () {
transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
desiredPosition = (transform.position - center.position).normalized * radius + center.position;
transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);
}
}

不管我嘗試了什么,這都是拒絕運行的修改后的代碼。

using UnityEngine;
using System.Collections;

public class Orbiter : MonoBehaviour {

private bool IsOrbited = false;
private bool MustOrbit = false;    
GameObject cube;
public Transform center;
public Vector3 axis = Vector3.up;
public Vector3 desiredPosition;
public float radius = 2.0f;
public float radiusSpeed = 0.5f;
public float rotationSpeed = 80.0f;
public Texture btnTexture2;

 void Start () {
cube = GameObject.FindWithTag("MarkerObject");
center = cube.transform;
transform.position = (transform.position - center.position).normalized * radius +  center.position;
radius = 2.0f;
}

// Update is called once per frame
void Update () {
    if (MustOrbit && !IsOrbited) {

        //Rotate all models around X,Y,Z axe
        if (cube != null)
            transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
            desiredPosition = (transform.position - center.position).normalized * radius + center.position;
            transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);

        IsOrbited = true;
        MustOrbit = false;
        }
}

void OnGUI() {
    GUI.matrix = Matrix4x4.TRS(Vector2.zero, Quaternion.identity,new Vector3(Screen.width / 480.0f, Screen.height / 320.0f, 1)); 
    if (!btnTexture2) {
        Debug.LogError("Please assign a texture on the inspector");
        return;
    }
    //GUI.color = new Color(0,0,0,0);
      //GUI.backgroundColor = Color.clear;

    if (GUI.Button(new Rect(10, 10, 120, 30), btnTexture2))
       if (!IsOrbited) {
            MustOrbit = true;
        }
    }

}

我在編碼中做錯了什么? 我可以編譯了,請指教。 謝謝advace的所有人的回答。

在if語句中,您要在1次迭代后禁用該塊,導致幾乎沒有任何移動,請嘗試注釋掉禁用boolean以便它可以運行

if (MustOrbit && !IsOrbited) {

        //Rotate all models around X,Y,Z axe
        if (cube != null)
            transform.RotateAround (center.position, axis, rotationSpeed * Time.deltaTime);
            desiredPosition = (transform.position - center.position).normalized * radius + center.position;
            transform.position = Vector3.MoveTowards(transform.position, desiredPosition, Time.deltaTime * radiusSpeed);

       // IsOrbited = true;
       // MustOrbit = false;
        }

在開始時重置模型上的x,y,z將開始的xyz作為矢量3

public Vector3 reset;

在Start()中

void Start () {
cube = GameObject.FindWithTag("MarkerObject");
center = cube.transform;
transform.position = (transform.position - center.position).normalized * radius +  center.position;
radius = 2.0f;
reset = transform.position;
}

然后onGUI()

void OnGUI() {
    GUI.matrix = Matrix4x4.TRS(Vector2.zero, Quaternion.identity,new Vector3(Screen.width / 480.0f, Screen.height / 320.0f, 1)); 
    if (!btnTexture2) {
        Debug.LogError("Please assign a texture on the inspector");
        return;
    }
    //GUI.color = new Color(0,0,0,0);
      //GUI.backgroundColor = Color.clear;

    if (GUI.Button(new Rect(10, 10, 120, 30), btnTexture2))
       if (!IsOrbited) {
            MustOrbit = true;
        }
    }
    if(GUI.Button(new Rect(Screen.width*5/6,Screen.height*5/6,Screen.width/6,Screen.height/6),"reset")){
      transform.position = reset;
    }

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