public static void HandleMoveAction(MoveWhere moveWhere, IntPtr hwnd, ProcessLogic processLogic) { Screen screen = WindowManager.DetectScreen(hwnd); switch (moveWhere) { case MoveWhere.DontMove: break; case MoveWhere.FollowCursor: { Screen target = Screen.FromPoint(Cursor.Position); if (target.Primary != screen.Primary) { processLogic.MoveWindowBetweenScreens(hwnd, screen, target); return; } } break; case MoveWhere.Monitor1: { if (!screen.Primary) { processLogic.MoveWindowBetweenScreens(hwnd, screen, Screen.PrimaryScreen); return; } } break; case MoveWhere.Monitor2: if (screen.Primary) { Screen target = Screen.AllScreens.FirstOrDefault(s => !s.Primary); if (target != null) { processLogic.MoveWindowBetweenScreens(hwnd, screen, target); } return; } break; default: break; } }
// Update is called once per frame void Update() { // 判断当前触摸屏幕的手指个数 该函数可自定义 然后在Update()里面调用 也可以直接在Update()里面写 if (Input.touchCount <= 0) { return; } int pointCount = Input.touchCount; //ti4p = "" + Input.touches[0].phase + " id " + id; m_screenpos = Input.touches[0].position; if (Input.touchCount == 1) //一个手指触摸屏幕 { // 自定义的二维坐标向量 记录初始触屏位置 switch (Input.touches[0].phase) { case TouchPhase.Began: ///< 开始按钮 { bIsKeepOn = true; if (null != thread && thread.IsAlive) { thread.Abort(); thread = null; } thread = new Thread(KeyWorker); thread.Start(); ///< 如果前进方向键被选中 if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec)) { ///< 向前 DERECTION = MoveWhere.Forward; up = upPressed; bIsMoving = true; gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; } ///< 如果后退方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec)) { ///< 向后 DERECTION = MoveWhere.Backward; down = downPressed; bIsMoving = true; gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; } ///< 如果向左方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec)) { ///< 向左 DERECTION = MoveWhere.TurnLeft; left = leftPressed; //GUI.DrawTexture(leftRec, leftPressed); //ti2p = ti2p + "向左键被选中"; // 摆手 bIsMoving = true; gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; //transform.Translate(Vector3.left * speed * Time.deltaTime); } ///< 如果向右方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec)) { ///< 向右 DERECTION = MoveWhere.TurnRight; right = rightPressed; //GUI.DrawTexture(rightRec, rightPressed); //ti2p = ti2p + "向右键被选中"; // 摆手 bIsMoving = true; gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; //transform.Translate(Vector3.right * speed * Time.deltaTime); } } break; case TouchPhase.Moved: { ///< 如果已经滑动到按钮区域外,则恢复状态 if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y)) { gameObject.GetComponent<SunmRTGesture>().bIsKeying = false; ///< 屏蔽累方块恢复 gameObject.GetComponent<SunmRTGesture>().bISAddCube = true; // ti3p = "划出屏幕外"+ } else { gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; gameObject.GetComponent<SunmRTGesture>().bISAddCube = false; } ///< 按钮释放,滑动继续,后面单独做处理 if ((false == bIsKeepOn && 1 == pointCount)) { break; } ///< 如果已经滑动到按钮区域外,则恢复状态 if (true == outsideButtonRec(m_screenpos.x, Screen.height - m_screenpos.y)) { /////< 手抬起后中间键功能取消 //bIsUp = false; ///< 手抬起停止方向动作 bIsKeepOn = false; ///< 恢复初始状态 DERECTION = MoveWhere.STOP; ///< 按钮均恢复背景 up = upEx; down = downEx; left = leftEx; right = rightEx; middle = middleEx; //ti2p = "划出屏幕外面"; //charMotor.inputJump = false; bIsMoving = false; gameObject.GetComponent<SunmRTGesture>().bIsKeying = false; gameObject.GetComponent<SunmRTGesture>().bISAddCube = true; } } break; case TouchPhase.Ended: { //// 手抬起后中间键功能取消 //bIsUp = false; // 恢复初始状态 DERECTION = MoveWhere.STOP; // 手抬起停止方向动作 bIsKeepOn = false; up = upEx; down = downEx; left = leftEx; right = rightEx; middle = middleEx; bIsMoving = false; gameObject.GetComponent<SunmRTGesture>().bIsKeying = false; gameObject.GetComponent<SunmRTGesture>().bISAddCube = true; } break; } } ///< 按钮持续事件消失,只剩下触屏事件 if ((false == bIsKeepOn && 1 == pointCount)) { ///< 操作圈矩形区域不做处理 if (true == insideButtonFunctionRec(Input.touches[0].position)) { gameObject.GetComponent<SunmRTGesture>().bIsKeying = true; gameObject.GetComponent<SunmRTGesture>().bISAddCube = false; return; } gameObject.GetComponent<SunmRTGesture>().bIsKeying = false; gameObject.GetComponent<SunmRTGesture>().bISAddCube = true; } }
// Use this for initialization void Start() { if (Application.platform == RuntimePlatform.IPhonePlayer) { } if (Application.platform == RuntimePlatform.Android) { keyWidth = Screen.height * 16 / 100; keyHeight = Screen.height * 16 / 100; } else { keyWidth = 128f; keyHeight = 128f; } ///< 保存按钮恢复状态纹理 up = upEx; down = downEx; left = leftEx; right = rightEx; middle = middleEx; ///< 初始化绘制区域【根据屏幕宽高动态计算】 initKeyRec(); ///< 动作初始化 DERECTION = MoveWhere.STOP; }
// Update is called once per frame void Update() { // 判断当前触摸屏幕的手指个数 该函数可自定义 然后在Update()里面调用 也可以直接在Update()里面写 if (Input.touchCount <= 0) { return; } int pointCount = Input.touchCount; //ti4p = "" + Input.touches[0].phase + " id " + id; m_screenpos = Input.touches[0].position; //if (2 == pointCount) // 两根手指触摸屏幕 //{ // if (Input.touches[1].phase == TouchPhase.Moved) // { // // 记录鼠标拖动的位置 // touchsecond = Input.touches[1].position; // if (offDistance < (touchfirst.x - touchsecond.x)) // { // // 拖动的位置的x坐标比按下的位置的x坐标小时,响应向左事件 // //print("left"); // transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, 10); // } // if ((touchsecond.x - touchfirst.x) > offDistance) // { // // 拖动的位置的x坐标比按下的位置的x坐标大时,响应向右事件 // //print("right"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, -10); // transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0); // } // if (offDistance < (touchfirst.y - touchsecond.y)) // { // // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向上事件 // //print("up"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, 10); // } // if ((touchsecond.y - touchfirst.y) > offDistance) // { // // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向下事件 // //print("down"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, -10); // } // } // touchfirst = touchsecond; //} if (Input.touchCount == 1) //一个手指触摸屏幕 { // 自定义的二维坐标向量 记录初始触屏位置 //m_screenpos = Input.touches[0].position; //tip = "x= " + m_screenpos.x + " y = " + (Screen.height - m_screenpos.y); //tip = tip + " rec" + middleRec.left + ", " + middleRec.top + " , " + middleRec.width + " , " + middleRec.height; switch (Input.touches[0].phase) { case TouchPhase.Began: ///< 开始按钮 { bIsKeepOn = true; if (null != thread && thread.IsAlive) { thread.Abort(); thread = null; } thread = new Thread(KeyWorker); thread.Start(); if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, middleRec)) { ///< 方向功能键被选中 bIsUp = true; //Debug.Log("方向键被选中"); //ti2p = "方向键被选中"; middle = middlePressed; //GUI.DrawTexture(middleRec, middlePressed); //GUI.TextArea(new Rect(0, 0, 100, 100), "方向键被选中"); transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; } ///< 如果前进方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec)) { ///< 向前 DERECTION = MoveWhere.Forward; up = upPressed; //GUI.DrawTexture(upRec, upPressed); //ti2p = ti2p + "向上键被选中"; //if ((true == bIsUp || DERECTION == MoveWhere.Up)) //{ // transform.Translate(Vector3.up * speed * Time.deltaTime); //} //else //{ // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.forward * speed * Time.deltaTime); //} } ///< 如果后退方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec)) { ///< 向后 DERECTION = MoveWhere.Backward; down = downPressed; //GUI.DrawTexture(downRec, downPressed); //ti2p = ti2p + "向下键被选中"; //if ((true == bIsUp || DERECTION == MoveWhere.Down)) //{ // transform.Translate(Vector3.down * speed * Time.deltaTime); //} //else //{ // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.back * speed * Time.deltaTime); //} } ///< 如果向左方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec)) { ///< 向左 DERECTION = MoveWhere.TurnLeft; left = leftPressed; //GUI.DrawTexture(leftRec, leftPressed); //ti2p = ti2p + "向左键被选中"; // 摆手 bIsMoving = true; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; //transform.Translate(Vector3.left * speed * Time.deltaTime); } ///< 如果向右方向键被选中 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec)) { ///< 向右 DERECTION = MoveWhere.TurnRight; right = rightPressed; //GUI.DrawTexture(rightRec, rightPressed); //ti2p = ti2p + "向右键被选中"; // 摆手 bIsMoving = true; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; //transform.Translate(Vector3.right * speed * Time.deltaTime); } } break; //case TouchPhase.Stationary: // { // // 自带的角色控制的判断,这里还是不行。 需要是前后左右的触发,需要调节刚体 // //// 如果没有再跳跃,则才置为false // //if (!charMotor.IsJumping()) // //{ // // charMotor.inputJump = false; // //} // /////< 如果已经滑动到按钮区域外,则恢复状态 // //if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y)) // //{ // // transform.GetComponent<TBDragView>().bIsKeyControl = false; // // ti3p = "aaa划出屏幕外"; // //} // //else // //{ // // transform.GetComponent<TBDragView>().bIsKeyControl = true; // // ti3p = "bbb划出屏幕外"; // //} // id++; // ///< 持续方向动作 // bIsKeepOn = true; // ///< 启动方向控制线程 // //Thread thread = new Thread(DoWork); // //thread.Start(); // //ti2p = ""; // if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, middleRec)) // { // ///< 方向功能键被选中 // bIsUp = true; // //Debug.Log("方向键被选中"); // //ti2p = "方向键被选中"; // middle = middlePressed; // //GUI.DrawTexture(middleRec, middlePressed); // //GUI.TextArea(new Rect(0, 0, 100, 100), "方向键被选中"); // transform.GetComponent<TBDragView>().bIsKeyControl = true; // } // ///< 如果前进方向键被选中 // else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec)) // { // ///< 向前 // DERECTION = MoveWhere.Forward; // up = upPressed; // //GUI.DrawTexture(upRec, upPressed); // //ti2p = ti2p + "向上键被选中"; // if ((true == bIsUp || DERECTION == MoveWhere.Up)) // { // transform.Translate(Vector3.up * speed * Time.deltaTime); // } // else // { // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.forward * speed * Time.deltaTime); // // 前 // //tip = "xxx 00" + charMotorControl.isTrigger;transform.rotation // //charMotorControl.SimpleMove(transform.rotation * Vector3.forward * speed * Time.deltaTime); // ////ti2p = "xxx 11" + charMotorControl.isTrigger; // // tip = "xxx 00 " + GetComponent<CapsuleCollider>().isTrigger + " " + charMotor.IsJumping(); // ////ti2p = "xxx 11" + GetComponent<SphereCollider>().isTrigger; // //if (!charMotor.IsJumping() && GetComponent<SphereCollider>().isTrigger) // //{ // // charMotor.inputJump = true; // //} // //else // //{ // // //charMotor.inputJump = false; // //} // //charMotor.inputJump = true; // } // } // ///< 如果后退方向键被选中 // else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec)) // { // ///< 向后 // DERECTION = MoveWhere.Backward; // down = downPressed; // //GUI.DrawTexture(downRec, downPressed); // //ti2p = ti2p + "向下键被选中"; // if ((true == bIsUp || DERECTION == MoveWhere.Down)) // { // transform.Translate(Vector3.down * speed * Time.deltaTime); // } // else // { // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.back * speed * Time.deltaTime); // // 后 // //charMotorControl.SimpleMove(transform.rotation * Vector3.back * speed * Time.deltaTime); // //charMotor.inputJump = true; // } // } // ///< 如果向左方向键被选中 // else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec)) // { // ///< 向左 // DERECTION = MoveWhere.TurnLeft; // left = leftPressed; // //GUI.DrawTexture(leftRec, leftPressed); // //ti2p = ti2p + "向左键被选中"; // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.left * speed * Time.deltaTime); // // 左 // //charMotorControl.SimpleMove(transform.rotation * Vector3.left * speed * Time.deltaTime); // //charMotor.inputJump = true; // } // ///< 如果向右方向键被选中 // else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec)) // { // ///< 向右 // DERECTION = MoveWhere.TurnRight; // right = rightPressed; // //GUI.DrawTexture(rightRec, rightPressed); // //ti2p = ti2p + "向右键被选中"; // // 摆手 // bIsMoving = true; // transform.GetComponent<TBDragView>().bIsKeyControl = true; // transform.Translate(Vector3.right * speed * Time.deltaTime); // // 右 // //charMotorControl.SimpleMove(transform.rotation * Vector3.right * speed * Time.deltaTime); // //charMotor.inputJump = true; // } // } // break; case TouchPhase.Moved: { ///< 如果已经滑动到按钮区域外,则恢复状态 if (outsideKeyRec(m_screenpos.x, Screen.height - m_screenpos.y)) { ///< 屏蔽手势恢复 transform.GetComponent<TBDragView>().bIsInsideKeyRec = false; ///< 屏蔽累方块恢复 gameObject.GetComponent<SunmRMGesture>().bISAddCube = true; // ti3p = "划出屏幕外"+ } else { transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; } ///< 按钮释放,滑动继续,后面单独做处理 if ((false == bIsKeepOn && 1 == pointCount)) { break; } ///< 中间键被选中 if (true == bIsUp) { ///< 同时滑动到了向前按钮 if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, upRec)) { ///< 向上 DERECTION = MoveWhere.Up; up = upPressed; down = downEx; left = leftEx; right = rightEx; //GUI.DrawTexture(upRec, upPressed); //GUI.DrawTexture(downRec, down); //GUI.DrawTexture(leftRec, left); //GUI.DrawTexture(rightRec, right); //ti2p = "升空"; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; } ///< 同时滑动到了后退按钮 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, downRec)) { ///< 向下 DERECTION = MoveWhere.Down; down = downPressed; up = upEx; left = leftEx; right = rightEx; //GUI.DrawTexture(upRec, up); //GUI.DrawTexture(downRec, downPressed); ///GUI.DrawTexture(leftRec, left); //GUI.DrawTexture(rightRec, right); //ti2p = "下降"; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; } ///< 同时滑动到了向左按钮 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, leftRec)) { ///< 向左 DERECTION = MoveWhere.TurnLeft; left = leftPressed; up = upEx; down = downEx; right = rightEx; //GUI.DrawTexture(upRec, up); // GUI.DrawTexture(downRec, down); //GUI.DrawTexture(leftRec, leftPressed); //GUI.DrawTexture(rightRec, right); //ti2p = "还是左"; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; } ///< 同时滑动到了向右按钮 else if (true == insideRect(m_screenpos.x, Screen.height - m_screenpos.y, rightRec)) { ///< 向右 DERECTION = MoveWhere.TurnRight; right = rightPressed; left = leftEx; up = upEx; down = downEx; //GUI.DrawTexture(upRec, up); // GUI.DrawTexture(downRec, down); /// GUI.DrawTexture(leftRec, left); //GUI.DrawTexture(rightRec, rightPressed); //ti2p = "还是右"; transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; } } ///< 如果已经滑动到按钮区域外,则恢复状态 if (true == outsideButtonRec(m_screenpos.x, Screen.height - m_screenpos.y)) { ///< 手抬起后中间键功能取消 bIsUp = false; ///< 手抬起停止方向动作 bIsKeepOn = false; ///< 恢复初始状态 DERECTION = MoveWhere.STOP; ///< 按钮均恢复背景 up = upEx; down = downEx; left = leftEx; right = rightEx; middle = middleEx; //ti2p = "划出屏幕外面"; //charMotor.inputJump = false; bIsMoving = false; transform.GetComponent<TBDragView>().bIsInsideKeyRec = false; gameObject.GetComponent<SunmRMGesture>().bISAddCube = true; } //使物体旋转 //this.transform.Rotate(new Vector3(-Input.touches[0].deltaPosition.y * 0.5f, Input.touches[0].deltaPosition.x * 0.5f, 0), Space.World); } break; case TouchPhase.Ended: { // 手抬起后中间键功能取消 bIsUp = false; // 恢复初始状态 DERECTION = MoveWhere.STOP; // 手抬起停止方向动作 bIsKeepOn = false; up = upEx; down = downEx; left = leftEx; right = rightEx; middle = middleEx; //GUI.DrawTexture(upRec, up); //GUI.DrawTexture(downRec, down); //GUI.DrawTexture(leftRec, left); //GUI.DrawTexture(rightRec, right); //GUI.DrawTexture(middleRec, middle); //Debug.Log("手指抬起来"); //ti2p = "手指抬起来"; //charMotor.inputJump = false; bIsMoving = false; transform.GetComponent<TBDragView>().bIsInsideKeyRec = false; gameObject.GetComponent<SunmRMGesture>().bISAddCube = true; //GUI.TextArea(new Rect(0, 0, 100, 100), "手指抬起来"); } break; } } ///< 按钮持续事件消失,只剩下触屏事件 if ((false == bIsKeepOn && 1 == pointCount)) { ///< 操作圈矩形区域不做处理 if (true == insideButtonFunctionRec(Input.touches[0].position)) { transform.GetComponent<TBDragView>().bIsInsideKeyRec = true; gameObject.GetComponent<SunmRMGesture>().bISAddCube = false; return; } transform.GetComponent<TBDragView>().bIsInsideKeyRec = false; gameObject.GetComponent<SunmRMGesture>().bISAddCube = true; ////if (Event.current.type == EventType.MouseDown) ////{ //// // 记录鼠标按下的位置 //// //touchfirst = Event.current.mousePosition; ////} //if (Input.touches[1].phase == TouchPhase.Moved) //{ // // 记录鼠标拖动的位置 // touchsecond = Input.touches[0].position;; // if (offDistance < (touchfirst.x - touchsecond.x)) // { // // 拖动的位置的x坐标比按下的位置的x坐标小时,响应向左事件 // //print("left"); // transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, 10); // } // if ((touchsecond.x - touchfirst.x) > offDistance) // { // // 拖动的位置的x坐标比按下的位置的x坐标大时,响应向右事件 // //print("right"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.up, -10); // transform.Rotate(0, (touchsecond.x - touchfirst.x) * sensitivityX, 0); // } // if (offDistance < (touchfirst.y - touchsecond.y)) // { // // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向上事件 // //print("up"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, 10); // } // if ((touchsecond.y - touchfirst.y) > offDistance) // { // // 拖动的位置的y坐标比按下的位置的x坐标大时,响应向下事件 // //print("down"); // //originObject.transform.RotateAround(new Vector3(0, 0, 0), Vector3.right, -10); // } //} //touchfirst = touchsecond; } //当有多个手指触屏时 //else if (Input.touchCount > 1)//当有多个手指触屏 { ////记录两个手指的位置 //Vector2 finger1 = new Vector2(); //Vector2 finger2 = new Vector2(); ////记录两个手指的移动距离 //Vector2 mov1 = new Vector2(); //Vector2 mov2 = new Vector2(); //for (int i = 0; i < 2; i++)//用循环来实现记录position //{ // Touch[] touch = Input.touches; //记录第0个、第1个触屏点的状态 // if (touch[i].phase == TouchPhase.Ended) break; //如果手指触屏之后离开就break // if (touch[i].phase == TouchPhase.Moved)// 当手指移动时 // { // float mov = 0; // 用来记录移动增量 // if (i == 0) // { // finger1 = touch[i].position; // mov1 = touch[i].deltaPosition; // } // else // { // finger2 = touch[i].position; // mov2 = touch[i].deltaPosition; // if (finger1.x > finger2.x) // { // mov = mov1.x; // } // else { mov = mov2.x; }//比较两个手指在x轴上移动的距离 取其较大者 // if (finger1.y > finger2.y) // { mov += mov1.y; } // else { mov += mov2.y; }//加上在y轴上移动的较大的增量 // Camera.main.transform.Translate(0, 0, mov * Time.deltaTime);//移动相机 在z轴上变化 // } // } //} } }