拖动游戏对象
Dragging GameObject
我正在使用下面的脚本在固定区域内拖动游戏对象 up/down 和 left/right,这在编辑器和移动设备上运行良好,但由于某些原因我似乎无法使用速度变量减慢速度。知道我该怎么做吗?我希望能够控制拖动对象的速度。
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public float maxXValue = 9f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (GameManager.instance.gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
transform.position = worldPos;
}
}
您可以采用速度变量和 Lerp transform.position。改变速度变量将改变拖动速度。
像这样:
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public bool gameStart = false;
public float maxXValue = 9f;
public float speed = 1.0f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
//transform.position = worldPos;
transform.position = Vector3.Lerp(transform.position,worldPos,speed*Time.deltaTime);
}
}
我正在使用下面的脚本在固定区域内拖动游戏对象 up/down 和 left/right,这在编辑器和移动设备上运行良好,但由于某些原因我似乎无法使用速度变量减慢速度。知道我该怎么做吗?我希望能够控制拖动对象的速度。
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public float maxXValue = 9f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (GameManager.instance.gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
transform.position = worldPos;
}
}
您可以采用速度变量和 Lerp transform.position。改变速度变量将改变拖动速度。 像这样:
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public bool gameStart = false;
public float maxXValue = 9f;
public float speed = 1.0f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
//transform.position = worldPos;
transform.position = Vector3.Lerp(transform.position,worldPos,speed*Time.deltaTime);
}
}