unity实现鼠标拖住3D物体
本文实例为大家分享了unity实现鼠标拖住3D物体的具体代码,供大家参考,具体内容如下
把该脚本直接挂在要拖拽的物体上即可
using System.Collections; us【文章来自:http://www.yidunidc.com/gfcdn.html 欢迎留下您的宝贵建议】ing System.Collections.Generic; using UnityEngine; public class ModelDrages : MonoBehaviour { //发射射线的摄像机 private Camera cam; //射线碰撞的物体 private GameObject go; //射线碰撞物体的名字 public static string btnName; private Vector3 screenSpace; private Vector3 offset; private bool isDrage = false; // Use this for initialization void Start () { cam = Camera.main; } // Update is called once per frame void Update () { //整体初始位置 Ray ray = cam.ScreenPointToRay(Input.mousePosition); //从摄像机发出到点击坐标的射线 RaycastHit hitInfo; if (isDrage == false) { if(Physics .Raycast (ray,out hitInfo)) { //划出射线 只有在Scene视图中才能看到 Debug.DrawLine(ray.origin, hitInfo.point); go = hitInfo.collider.gameObject; print(btnName); screenSpace = cam.WorldToScreenPoint(go.transform.position); offset = go.transform.position - cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z)); //物体的名字 btnName = go.name; //组件的名字 } else { btnName = null; } } if(Input.GetMouseButton(0)) { Vector3 currentScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); Vector3 currentPosition = cam.ScreenToWorldPoint(currentScreenSpace) + offset; if (btnName != null) { go.transform.position = currentPosition; } isDrage = true; } else { isDrage = false; } } }
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