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().position = new Vector3(ObjPositonX, ObjPositonY, ObjPositonZ); //这个很主要 yield return new WaitForFixedUpdate(); } } }