[Unity3d]虚拟3D汽车展示项目

简介: 今天完善成了虚拟3D汽车展示项目的部分功能,虽然用的汽车模型有点粗糙,但感觉还不错,下面我就贴下源码供初学者学习! 项目展示地址:http://114.92.242.208/aspnet_client/system_web/carshow/dxw2.html,说明:浏览器必须要安装unityplayer插件。

今天完善成了虚拟3D汽车展示项目的部分功能,虽然用的汽车模型有点粗糙,但感觉还不错,下面我就贴下源码供初学者学习!

项目展示地址:http://114.92.242.208/aspnet_client/system_web/carshow/dxw2.html,说明:浏览器必须要安装unityplayer插件。

项目操作说明:

1.鼠标左击可以点击左右车门,控制它的开关,还可以点击前后盖控制打开和关闭。

2.鼠标滚轮可以缩放,达到一个远近的效果。

3.按住键盘s键可以显示menu,h键可以隐藏menu菜单。

源码:

using UnityEngine;
using System.Collections;




public class NewBehaviourScript : MonoBehaviour
{

    public GameObject cube;
    public GameObject car;
    public GameObject light;
    Vector2 p1, p2;//用来记录鼠标的位置,以便计算旋转幅度
    Vector3 originalPosition;
    float target = 0;
    public Texture2D redbtnTexture;

    private bool bOpenMenu = false; //是否打开功能框
    private Rect myWindow = new Rect(10, 10, 470, 300); //功能选项框架
    public GUISkin customSkin;//自定义皮肤
    private Rect closeButton = new Rect(415, 0, 26, 22);//关闭按钮
    public Texture2D tHero;
    private Rect rHero = new Rect(0, 40, 180, 230); //人物的位置

    //图像框
    private Rect stateBox = new Rect(157,50,280,210);

    private string[] functionStr ; //功能选项数组

    public Texture2D redBtn;
    public Texture2D greenBtn;
    public Texture2D blueBtn;
    public Texture2D orangeBtn;
    public Texture2D whiteBtn;
    public Texture2D blackBtn;
    private Texture2D[] iBtn;
    //iBtn= new Texture2D[6]{redBtn,greenBtn,blueBtn,orangeBtn,whiteBtn,blackBtn};

    private Rect[] pBtn = new Rect[6];

    //车轮更换
    private bool selectToggleWheel = false;
    //雨刷器
    private bool selectToogleWiper = false;
    //转向灯
    private bool selectToogleLeftTurningLight = false;
    private bool selectToogleRightTurningLight = false;
    //前照灯
    private bool selectToogleFarLight = false;
    private bool selectToogleNearLight = false;



    private GUIContent[] guiCon = new GUIContent[4]; //接受字符串
    public Rect[] strPosition = new Rect[4];
    // 鼠标中间键
    int MouseWheelSensitivity = 5;
    int MouseZoomMin = 18;
    int MouseZoomMax = 90;
    float normalDistance = 32;
    public GameObject doorL;

    // Use this for initialization
    void Start()
    {
        iBtn= new Texture2D[6]{redBtn,greenBtn,blueBtn,orangeBtn,whiteBtn,blackBtn};
        originalPosition = transform.position;
        doorL = GameObject.Find("doorL");
        cube = GameObject.Find("Main Camera");

        for (int i=0;i<6;i++)
        {
            pBtn[i] =  new Rect(170+i*43, 65,40,30);
        }
        functionStr= new string[4]{"车轮更换","雨刷器","转向灯","前照灯"};

        for (int i = 0; i < 4; i++)
        {
            guiCon[i] = new GUIContent(functionStr[i]);
        }
        strPosition[0] = new Rect();
    }

    // Update is called once per frame
    void Update()
    {
        //如果为s键则打开弹出框
        if (Input.GetKey(KeyCode.S))
        {
            bOpenMenu = true;
        }
        else if (Input.GetKey(KeyCode.H))
        {
            bOpenMenu = false;
        }

        //开门
        //if (target < 20)
        //{
        //    doorL.transform.Rotate(transform.forward, 2);
        //    target = target + 1;
        //}
        
        //旋转
        if (Input.GetMouseButtonDown(0))
        {
            p1 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);//鼠标右键按下时记录鼠标位置p1
        }
        if (Input.GetMouseButton(0))
        {
            p2 = new Vector2(Input.mousePosition.x, Input.mousePosition.y);//鼠标右键拖动时记录鼠标位置p2
            //下面开始旋转,仅在水平方向上进行旋转
            float dx = p2.x - p1.x;
            float dy = (float)0.1*(p2.y - p1.y);
            transform.RotateAround(car.transform.position, Vector3.up, dx * Time.deltaTime);
            //鼠标上下移动
            //transform.Translate(dy*Vector3.up * Time.deltaTime);
            light.transform.RotateAround(car.transform.position, Vector3.up, dx*Time.deltaTime);
        }


        //鼠标滚轮控制场景大小
        // 如果按住滑轮
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            Debug.Log(1);
            Debug.Log(Input.GetAxis("Mouse ScrollWheel"));
           
            if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
            {
                normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
            }

            if (normalDistance < MouseZoomMin)
            {
                normalDistance = MouseZoomMin;
            }
            if (normalDistance > MouseZoomMax)
            {
                normalDistance = MouseZoomMax;
            }
           // transform.Translate(transform.forward * normalDistance);
            transform.camera.fieldOfView = normalDistance;

            
        }

        //后滚
        else if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            Debug.Log(-1);
            if (normalDistance >= MouseZoomMin && normalDistance <= MouseZoomMax)
            {
                normalDistance -= Input.GetAxis("Mouse ScrollWheel") * MouseWheelSensitivity;
            }

            if (normalDistance < MouseZoomMin)
            {
                normalDistance = MouseZoomMin;
            }
            if (normalDistance > MouseZoomMax)
            {
                normalDistance = MouseZoomMax;
            }
           // transform.Translate(-transform.forward * normalDistance);
            transform.camera.fieldOfView = normalDistance;
        }


        

        //按返回键退出程序    
        //if (Input.GetKey(KeyCode.Escape))
        //{
        //    print(1);
        //    Application.Quit();
        //}  
		
    }

    void OnGUI()
    {


        GUI.skin = customSkin;//赋值个性化皮肤

        //弹出功能选项框
        if (bOpenMenu)
        {
            myWindow = GUI.Window(0, myWindow, DoMyWindow, "");
            //限制移动的横纵向坐标
            //myWindow.x = Mathf.Clamp((float)myWindow.x,(float)0.0,(float)Screen.width-myWindow.width);
            //myWindow.y = Mathf.Clamp((float)myWindow.y, (float)0.0, (float)Screen.height - myWindow.height);
        }
		
			string s = "作者:丁小未";
            GUIStyle bb = new GUIStyle();
            bb.normal.background = null;//设置背景
            bb.normal.textColor = new Color(1,0,0);//设置颜色
            bb.fontSize = 40;
            GUI.Label(new Rect(40, 20, 100, 50), s, bb);
		
    }


    private bool flagLight1 = false; //方向灯
    private bool flagLight2 = false; //远近灯
    
    void DoMyWindow(int windowsId)
    {
        GUI.BeginGroup(new Rect(10, 10, 500, 400));

        GUI.Box(stateBox, "");
//
//
//        //点击关闭按钮
        if (GUI.Button(closeButton,"",GUI.skin.GetStyle("ExitButton")))
        {
            bOpenMenu = false;
        }
       // GUI.DragWindow();
        GUI.DrawTexture(rHero, tHero);

        for (int i = 0; i < 6;i++ )
        {
            GUI.DrawTexture(pBtn[i], iBtn[i]);
        }

        //写文字
        //GUI.Label(new Rect(170, 100, functionStr[0].Length, 20),guiCon[0],"TextItem");
        for (int i = 0; i < 4; i++)
        {
            GUI.Label(new Rect(174,108+i*38,functionStr[i].Length,20),guiCon[i],"TextItem");
        }

        //车轮更换
        //绿色开状态
        if (selectToggleWheel)
        {
            //加选择框
            selectToggleWheel = GUI.Toggle(new Rect(255, 110, 15, 15), selectToggleWheel, "", "TrueCheckItem");

        }
        //红色关闭状态
        else
        {
            selectToggleWheel = GUI.Toggle(new Rect(255, 110, 15, 15), selectToggleWheel, "", "FalseCheckItem");

        }
        //雨刷器
        if (selectToogleWiper)
        {
            //加选择框
            selectToogleWiper = GUI.Toggle(new Rect(255, 148, 15, 15), selectToogleWiper, "", "TrueCheckItem");

        }
        //红色关闭状态
        else
        {
            selectToogleWiper = GUI.Toggle(new Rect(255, 148, 15, 15), selectToogleWiper, "", "FalseCheckItem");

        }

        //转向灯
        //左转
        if (selectToogleLeftTurningLight)
        {
            if (flagLight1&&selectToogleRightTurningLight) //右边打开
            {
                selectToogleRightTurningLight = false; //关闭右边
            }
            //加选择框
            selectToogleLeftTurningLight = GUI.Toggle(new Rect(255, 186, 15, 15), selectToogleLeftTurningLight, "", "TrueCheckItem");
            flagLight1 = true;
        }
        //红色关闭状态
        else
        {
            selectToogleLeftTurningLight = GUI.Toggle(new Rect(255, 186, 15, 15), selectToogleLeftTurningLight, "", "FalseCheckItem");
            flagLight1 = false;
        }
        //右转
        if (selectToogleRightTurningLight)
        {
            if (flagLight1 && selectToogleLeftTurningLight) //左边打开
            {
                selectToogleLeftTurningLight = false; //关闭右边
            }
            //加选择框
            selectToogleRightTurningLight = GUI.Toggle(new Rect(285, 186, 15, 15), selectToogleRightTurningLight, "", "TrueCheckItem");
            flagLight1 = true;
        }
        //红色关闭状态
        else
        {
            selectToogleRightTurningLight = GUI.Toggle(new Rect(285, 186, 15, 15), selectToogleRightTurningLight, "", "FalseCheckItem");
            flagLight1 = false;
        }

        //前照灯
        //近
        if (selectToogleNearLight)
        {
            if (flagLight2 && selectToogleFarLight) //远灯打开
            {
                selectToogleFarLight = false; //关闭远灯
            }
            //加选择框
            selectToogleNearLight = GUI.Toggle(new Rect(255, 224, 15, 15), selectToogleNearLight, "", "TrueCheckItem");
            flagLight2 = true;
        }
        //红色关闭状态
        else
        {
            selectToogleNearLight = GUI.Toggle(new Rect(255, 224, 15, 15), selectToogleNearLight, "", "FalseCheckItem");
            flagLight2 = false;
        }
        //远
        if (selectToogleFarLight)
        {
            if (flagLight2 && selectToogleNearLight) //近灯打开
            {
                selectToogleNearLight = false;
            }
            //加选择框
            selectToogleFarLight = GUI.Toggle(new Rect(285, 224, 15, 15), selectToogleFarLight, "", "TrueCheckItem");
            flagLight2 = true;
        }
        //红色关闭状态
        else
        {
            selectToogleFarLight = GUI.Toggle(new Rect(285, 224, 15, 15), selectToogleFarLight, "", "FalseCheckItem");
            flagLight2 = false;
        }

        GUI.EndGroup();
    }

}

门盖控制:

private bool isOpenDoor = false;
private bool openDoor = false;
private bool closeDoor = false;

private int target = 0;

int flag = 0;

Ray ray;
RaycastHit hitobj;
private GameObject doorl; //左门

// Use this for initialization
	void Start () {
        doorl = GameObject.Find("doorL");//左门
		
	}
	
	// Update is called once per frame
	void Update () {
        //画出射线
        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
	    if (Input.GetMouseButtonDown(0))
	    {
            //鼠标点击车门
            if (Physics.Raycast(ray,out hitobj,1000))
            {
                print("ddd");
                Debug.DrawLine(ray.origin, hitobj.point);
				//左车门
                if (hitobj.collider.name == "doorL")
                {
                    print("111");
                    if (flag == 0)
                    {
                        openDoor = true;
                        closeDoor = false;
                    }
                    else
                    {
                        closeDoor = true;
                        openDoor = false;
                    }

                    flag++;
                    flag %= 2;
                }
}
		//开左门
	    if (openDoor)
	    {
            //开门
            if (target < 40 && !isOpenDoor)
            {
                doorl.transform.Rotate(Vector3.forward, 1);
                target = target + 1;
            }
            else
            {
                isOpenDoor = true;
            }
	    }
	    if(closeDoor)
        {
            //关门
            if (isOpenDoor && target > 0)
            {
                doorl.transform.Rotate(-Vector3.forward, 1);
                target -= 1;
            }
            else
            {
                isOpenDoor = false;
            }
        }
}

效果图:



关于Unity3D,我们有个专门技术讨论的大群,可以进行技术交流和咨询,群号:858550 欢迎进行技术讨论,里面有不少大牛

相关文章
|
5月前
|
图形学
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版3(附带项目源码)
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版3(附带项目源码)
126 2
|
5月前
|
图形学
【制作100个unity游戏之28】花半天时间用unity复刻童年4399经典小游戏《黄金矿工》(附带项目源码)
【制作100个unity游戏之28】花半天时间用unity复刻童年4399经典小游戏《黄金矿工》(附带项目源码)
138 0
|
3月前
|
编译器 vr&ar 图形学
从零开始的unity3d入门教程(五)---- 基于Vuforia的AR项目
这是一篇Unity3D结合Vuforia实现增强现实(AR)项目的入门教程,涵盖了环境配置、Vuforia账户注册、Target数据集创建、Unity项目设置、AR程序配置、Android环境配置以及最终在手机上测试运行的全过程。
从零开始的unity3d入门教程(五)---- 基于Vuforia的AR项目
|
3月前
|
API 开发工具 vr&ar
PicoVR Unity SDK⭐️一、SDK下载、项目设置与程序初始配置
PicoVR Unity SDK⭐️一、SDK下载、项目设置与程序初始配置
|
5月前
|
图形学
【制作100个unity游戏之29】使用unity复刻经典游戏《愤怒的小鸟》(完结,附带项目源码)(上)
【制作100个unity游戏之29】使用unity复刻经典游戏《愤怒的小鸟》(完结,附带项目源码)
195 2
|
5月前
|
图形学
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版6(附带项目源码)
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版6(附带项目源码)
61 1
|
5月前
|
图形学
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版2(附带项目源码)
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版2(附带项目源码)
54 1
|
5月前
|
图形学
【制作100个unity游戏之29】使用unity复刻经典游戏《愤怒的小鸟》(完结,附带项目源码)(下)
【制作100个unity游戏之29】使用unity复刻经典游戏《愤怒的小鸟》(完结,附带项目源码)(下)
82 0
|
5月前
|
存储 JSON 关系型数据库
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版13(完结,附带项目源码)
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版13(完结,附带项目源码)
102 0
|
5月前
|
图形学
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版12(附带项目源码)
【制作100个unity游戏之27】使用unity复刻经典游戏《植物大战僵尸》,制作属于自己的植物大战僵尸随机版和杂交版12(附带项目源码)
57 0