拖动GameObject

时间:2017-10-16 22:16:17

标签: c# unity3d mobile drag

我正在使用下面的脚本在固定区域内上下左右拖动游戏对象,这在编辑器上运行良好,也适用于移动滑动,但出于某种原因我似乎无法使用速度变量。知道我怎么能这样做吗?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;
}
}

1 个答案:

答案 0 :(得分:1)

你可以采用速度变量和Lerp transform.position。更改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);
    }
}