我有以下代码可将3d对象拖放到世界上:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpyAI : MonoBehaviour {
Animator anim;
private Vector3 screenPoint;
private Vector3 offset;
// Use this for initialization
void Start () {
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
}
void OnMouseDown()
{
anim.SetBool("drag", true);
screenPoint = Camera.main.WorldToScreenPoint(transform.position);
offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
void OnMouseDrag()
{
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
transform.position = curPosition;
}
void OnMouseUp()
{
anim.SetBool("drag", false);
anim.SetBool("idle", true);
}
}
问题是: 在拖动对象时,有时会根据鼠标的移动而消失 拖动时如何使物体保持在地面上方?
答案 0 :(得分:1)
最明显的变化是curScreenPoint的z值。使用the docs作为参考,它应该是:
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane);
现在可能需要一些微调的行为,如果地面上有坡度或上面放着椅子或桌子等复杂碰撞物的物体,您可能想使物体升到地面上方。为此,您可能想从稍微高于curPosition
计算的点向地面向下sphere cast。使用hitInfo查看下降的幅度,并相应地调整curPosition
的y位置。