天津23维预案
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

62 lines
2.4 KiB

3 years ago
using UnityEngine;
using System.Collections;
public class ClickMove : MonoBehaviour {
private float ObjPositonY;
void Start () {
}
// Update is called once per frame
void Update () {
}
//下面的函数是当鼠标触碰到碰撞体或者刚体时调用,我的碰撞体设置是mesh collider,然后别忘了,给这个collider添加物理材质
//值得注意的是世界坐标系转化为屏幕坐标系,Z轴是不变的
IEnumerator OnMouseDown()
{
//将物体由世界坐标系转化为屏幕坐标系 ,由vector3 结构体变量ScreenSpace存储,以用来明确屏幕坐标系Z轴的位置
Vector3 ScreenSpace = Camera.main.WorldToScreenPoint(transform.position);
//完成了两个步骤,1由于鼠标的坐标系是2维的,需要转化成3维的世界坐标系,2只有三维的情况下才能来计算鼠标位置与物体的距离,offset即是距离
Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
if (this.gameObject.name.Contains("zwd")|| this.gameObject.name.Contains("sy") || this.gameObject.name.Contains("zqr"))
{
ObjPositonY = -4.283f;
}
else
{
ObjPositonY = -4.784785f;
}
if (this.gameObject.name.Contains("wxp"))
{
ObjPositonY = -3.76f;
}
//当鼠标左键按下时
while (Input.GetMouseButton(0))
{
//得到现在鼠标的2维坐标系位置
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z);
//将当前鼠标的2维位置转化成三维的位置,再加上鼠标的移动量
Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
//CurPosition就是物体应该的移动向量赋给transform的position属性
//transform.position = CurPosition;
float ObjPositonX = this.transform.position.x;
float ObjPositonZ= this.transform.position.z;
ObjPositonX = CurPosition.x;
ObjPositonZ= CurPosition.z;
this.GetComponent<Transform>().position = new Vector3(ObjPositonX, ObjPositonY, ObjPositonZ);
//这个很主要
yield return new WaitForFixedUpdate();
}
}
}