小编给大家分享一下unity实现鼠标拖住3D物体的方法,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!
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;
using 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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