var speed = 10; //速度
var rotspeed = 40; //腐烂速度
var maxdist = 400; //最大距离
var mask : LayerMask; //面具 层
private var horiz : float = 0; //水平的
private var vert : float = 0; //垂直的
private var zoom : float = 0; //缩放
private var roty : float = 0; //转角y
private var rotx : float = 0; //转角x
private var hit : RaycastHit; //光击中的的点
private var prehit : RaycastHit; //前置的光点
function FixedUpdate () {
vert = Input.GetAxis ("Vertical");
horiz = Input.GetAxis ("Horizontal");
zoom = Input.GetAxis ("Zoom");
rotx = Input.GetAxis ("Rotatex");
roty = Input.GetAxis ("Rotatey");
if (horiz != 0 || vert != 0 || zoom != 0) {
dir = transform.TransformDirection(Vector3.up);
dir.y = 0;
dir = dir.normalized;
dir2 = transform.TransformDirection(Vector3.right);
dir2.y = 0;
dir2 = dir2.normalized;
dir3 = transform.TransformDirection(Vector3.forward);
//dir3.y = 0;
dir3 = dir3.normalized;
/*var dir = transform.TransformDirection (Vector3.right);
var dir2 = transform.TransformDirection (Vector3.up);
dir2.y = 0;
pos += dir * horiz;
pos += dir2 * vert;
transform.position = pos;*/
rigidbody.AddForce (dir2 * Time.deltaTime * horiz * speed);
rigidbody.AddForce (dir * Time.deltaTime * vert * speed);
if (transform.position.y <= maxdist || zoom > 0) {
rigidbody.AddForce (dir3 * Time.deltaTime * zoom * speed);
}
//transform.position = Vector3.Lerp (transform.position, pos, Time.deltaTime * smooth);
}
if (rotx != 0 || roty != 0) {
Physics.Raycast (transform.position,transform.TransformDirection (Vector3.forward),hit,1500, mask);
if (hit.point != Vector3.zero) {
transform.RotateAround (hit.point, Vector3.up, rotspeed * Time.deltaTime * rotx);
transform.RotateAround (hit.point, transform.TransformDirection (Vector3.right), rotspeed * Time.deltaTime * roty);
prehit = hit;
} else {
transform.RotateAround (prehit.point, Vector3.up, rotspeed * Time.deltaTime * rotx);
transform.RotateAround (prehit.point, transform.TransformDirection (Vector3.right), rotspeed * Time.deltaTime * roty);
}
}
}