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62 lines
2.4 KiB
62 lines
2.4 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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public class ClickMove : MonoBehaviour {
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private float ObjPositonY;
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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}
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//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
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//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
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IEnumerator OnMouseDown()
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{
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//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
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Vector3 ScreenSpace = Camera.main.WorldToScreenPoint(transform.position);
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//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
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Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
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if (this.gameObject.name.Contains("zwd")|| this.gameObject.name.Contains("sy") || this.gameObject.name.Contains("zqr"))
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{
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ObjPositonY = -4.283f;
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}
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else
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{
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ObjPositonY = -4.784785f;
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}
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if (this.gameObject.name.Contains("wxp"))
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{
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ObjPositonY = -3.76f;
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}
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//当鼠标左键按下时
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while (Input.GetMouseButton(0))
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{
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//得到现在鼠标的2维坐标系位置
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Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z);
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//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
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Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
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//CurPosition就是物体应该的移动向量赋给transform的position属性
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//transform.position = CurPosition;
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float ObjPositonX = this.transform.position.x;
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float ObjPositonZ= this.transform.position.z;
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ObjPositonX = CurPosition.x;
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ObjPositonZ= CurPosition.z;
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this.GetComponent<Transform>().position = new Vector3(ObjPositonX, ObjPositonY, ObjPositonZ);
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//这个很主要
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yield return new WaitForFixedUpdate();
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}
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}
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}
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