我正在尝试为一个罚球球制作一个C#脚本并且需要在世界上获得鼠标位置,并且它应该是3D以便能够投掷所有3个轴。我对脚本和我编写的脚本很有用,但不对。我不确定如何使深度或y轴工作,因为屏幕只有2d。
using UnityEngine;
using System.Collections;
public class ShootBall : MonoBehaviour {
private Rigidbody rb;
private RaycastHit hit;
private Vector3 com;
private Vector3 shootDirection;
void Start () {
rb = GetComponent<Rigidbody>();
}
void Update () {
}
void OnMouseDown (){
com = rb.worldCenterOfMass;
Debug.Log (com);
}
void OnMouseDrag (){
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.Log(ray);
Physics.Raycast(ray, out hit);
}
void OnMouseUp (){
shootDirection = com - hit.point;
rb.AddForce (shootDirection * 100);
}
}
答案 0 :(得分:0)
需要在传递到ScreenPointToRay的矢量的z值上设置与摄像机的距离。 Input.mousePosition作为ScreenPointToRay的参数工作的原因是因为Vector2可以隐式地转换为Vector3。所以尝试做这样的事情:
float distanceFromCamera = Vector3.Distance(ballGameObject.transform.position, Camera.main.transform.position);
Vector3 inputPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, distanceFromCamera);
Ray ray = Camera.main.ScreenPointToRay(inputPosition);
ballGameObject是将被抛出的球的gameObject引用。