返回由 axisName
标识的虚拟轴的值。
对于键盘和游戏杆输入,该值将处于 -1...1 的范围内。
如果轴设置为增量鼠标移动,则将鼠标增量乘以轴灵敏度,
范围不为 -1...1。
该值与帧率无关;使用该值时,您无需担心帧率变化问题。
要设置输入或查看 axisName
的选项,请转到 Edit > Project Settings > Input。这将调出 Input Manager。展开 Axis 可查看当前输入的列表。您可以使用其中一个作为 /axisName/。要重命名输入或更改 Positive Button 等,请展开其中一个选项,然后在 Name 字段或 Positive Button 字段中更改名称。此外,请将 Type 更改为 Joystick Axis。要添加新的输入,请将 Size 字段中的数字加 1。
using UnityEngine; using System.Collections;
// A very simplistic car driving on the x-z plane.
public class ExampleClass : MonoBehaviour { public float speed = 10.0f; public float rotationSpeed = 100.0f;
void Update() { // Get the horizontal and vertical axis. // By default they are mapped to the arrow keys. // The value is in the range -1 to 1 float translation = Input.GetAxis("Vertical") * speed; float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
// Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; rotation *= Time.deltaTime;
// Move translation along the object's z-axis transform.Translate(0, 0, translation);
// Rotate around our y-axis transform.Rotate(0, rotation, 0); } }
using UnityEngine; using System.Collections;
// Performs a mouse look.
public class ExampleClass : MonoBehaviour { float horizontalSpeed = 2.0f; float verticalSpeed = 2.0f;
void Update() { // Get the mouse delta. This is not in the range -1...1 float h = horizontalSpeed * Input.GetAxis("Mouse X"); float v = verticalSpeed * Input.GetAxis("Mouse Y");
transform.Rotate(v, h, 0); } }
注意:水平范围和垂直范围从 0 变为 +1 或 -1,以 0.05f 的步幅增加/减少。GetAxisRaw 立即从 0 变为 1 或 -1,因此没有步幅。
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