方块滚动代码
2015-06-17 14:13
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// 需要使用iTween插件
using UnityEngine; using System.Collections; public class CiTween : MonoBehaviour { // Use this for initialization public Transform cube; //控制翻滚的方块// private float PositionZ=0.5f; private float PositionX=0.5f; private float PositionY=-1f; private bool isDown=false; private bool isDownW=false; private bool isDownA=false; private bool isDownS=false; private bool isDownD=false; private bool isLieDownZ=false; private bool isLieDownX=false; void Start () { this.transform.position=cube.transform.position; } void Update () { if(isLieDownX){ PositionX=1f; }else{ PositionX=0.5f; } if(isLieDownZ){ PositionZ=1f; }else{ PositionZ=0.5f; } if(Input.GetKeyDown (KeyCode.W);;!this.transform.GetComponent();;!isDown){ isDown=true; isDownW=true; cube.transform.parent=null; this.transform.position=cube.transform.position; this.transform.rotation = Quaternion.Euler(new Vector3(0,0,0)); this.transform.position=new Vector3(this.transform.position.x,PositionY,this.transform.position.z+PositionZ); } if(Input.GetKeyUp(KeyCode.W);;!this.transform.GetComponent();;isDown;;isDownW){ cube.transform.parent=this.transform; iTween.RotateBy(this.gameObject,iTween.Hash("x",0.25f,"time",0.3)); isDown=false; isDownW=false; if(!isLieDownX){ isLieDownZ=(isLieDownZ?false:true); } } if(Input.GetKeyDown (KeyCode.S);;!this.transform.GetComponent();;!isDown){ isDown=true; isDownS=true; cube.transform.parent=null; this.transform.position=cube.transform.position; this.transform.rotation = Quaternion.Euler(new Vector3(0,0,0)); this.transform.position=new Vector3(this.transform.position.x,PositionY,this.transform.position.z-PositionZ); } if(Input.GetKeyUp(KeyCode.S);;!this.transform.GetComponent();;isDown;;isDownS){ cube.transform.parent=this.transform; iTween.RotateBy(this.gameObject,iTween.Hash("x",-0.25f,"time",0.3)); isDown=false; isDownS=false; if(!isLieDownX){ isLieDownZ=(isLieDownZ?false:true); } } if(Input.GetKeyDown (KeyCode.A);;!this.transform.GetComponent();;!isDown){ isDown=true; isDownA=true; cube.transform.parent=null; this.transform.position=cube.transform.position; this.transform.rotation = Quaternion.Euler(new Vector3(0,0,0)); this.transform.position=new Vector3(this.transform.position.x-PositionX,PositionY,this.transform.position.z); } if(Input.GetKeyUp(KeyCode.A);;!this.transform.GetComponent();;isDown;;isDownA){ cube.transform.parent=this.transform; iTween.RotateBy(this.gameObject,iTween.Hash("z",0.25f,"time",0.3)); isDown=false; isDownA=false; if(!isLieDownZ){ isLieDownX=(isLieDownX?false:true); } } if(Input.GetKeyDown (KeyCode.D);;!this.transform.GetComponent();;!isDown){ isDown=true; isDownD=true; cube.transform.parent=null; this.transform.position=cube.transform.position; this.transform.rotation = Quaternion.Euler(new Vector3(0,0,0)); this.transform.position=new Vector3(this.transform.position.x+PositionX,PositionY,this.transform.position.z); } if(Input.GetKeyUp(KeyCode.D);;!this.transform.GetComponent();;isDown;;isDownD){ cube.transform.parent=this.transform; iTween.RotateBy(this.gameObject,iTween.Hash("z",-0.25f,"time",0.3)); isDown=false; isDownD=false; if(!isLieDownZ){ isLieDownX=(isLieDownX?false:true); } } } }
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