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  • 关于Unity3D中鼠标移动指定物体的解决方案

    一、鼠标拾取物体的原理

    在Unity3D当中,想要在观察面(Aspect)中拾取物体(有碰撞属性)的方法一般如下:

    1、声明一个观察的摄像机、一个从摄像机原点出发的射线Ray以及一个用于检测碰撞的RaycastHit;

    2、将射线Ray定义为从摄像机原点出发并且指向当前鼠标所在的坐标(屏幕坐标);

    3、定义碰撞RaycastHit为射线Ray与有碰撞属性的物体的碰撞点。

    具体代码实现如下(C#代码):

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class camera : MonoBehaviour
    {
        public Camera ca;
        private Ray ra;
        private RaycastHit hit;
    
        // Use this for initialization
        void Start()
        {
    
        }
    
        // Update is called once per frame
        void Update()
        {
                ra = ca.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ra, out hit))
                {  
                         
                }
        }
    }

    应用一:当鼠标按住不动时,移动被选定物体随鼠标一起移动

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class camera : MonoBehaviour
    {
        public Camera ca;
        private Ray ra;
        private RaycastHit hit;
    
        // Use this for initialization
        void Start()
        {
    
        }
    
        // Update is called once per frame
        void Update()
        {
            if (Input.GetMouseButton(0))
            {
                ra = ca.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ra, out hit))
                {
                    hit.collider.gameObject.transform.position = ca.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, hit.collider.gameObject.transform.position.z));
                }
            }
        }
    }

    应用二:当鼠标点击物体时,物体随鼠标一起移动;当鼠标再次点击时,放下物体。

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class camera : MonoBehaviour {
        public Camera ca;
        private Ray ra;
        private RaycastHit hit;
        private int flag = 0;
    
        // Use this for initialization
        void Start () {
            
        }
        
        // Update is called once per frame
        void Update () {
            if (Input.GetMouseButtonDown(0))
            {
                ra = ca.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ra, out hit))
                {
                   if (flag == 0)
                    {
                        flag = 1;
                    } else
                    {
                        flag = 0;
                    }
                }
            }
            if (flag == 1)
            {
                hit.collider.gameObject.transform.position = ca.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, hit.collider.gameObject.transform.position.z));
            }
    
        }
    }

     出自http://blog.csdn.net/sysujackjiao/article/details/69396274

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  • 原文地址:https://www.cnblogs.com/HangZhe/p/7199182.html
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