我正在尝试创建一个拖放系统,当我拖动的对象放在其上时,该对象将停留在特定位置,否则会自动返回到原始位置。
public Vector3 dist;
public Vector3 startPos;
public float posX;
public float posY;
public GameObject TopLeftUnfilled;
public GameObject TopRightUnfilled;
public GameObject BottomleftUnfilled;
public GameObject BottomRightUnfilled;
public int count1;
public int count2;
public int count3;
public int count4;
public bool collided = false;
void Awake()
{
startPos = gameObject.transform.localPosition;
}
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);
transform.position = worldPos;
}
void OnMouseUp()
{
if (collided)
{
foreach (Transform childTopLeft in TopLeftUnfilled.transform)
{
count1++;
if (count1 == 4)
{
gameObject.transform.localPosition = new Vector3 (-2.3f, 1.195f, 0f);
}
else
{
gameObject.transform.localPosition = startPos;
}
}
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "TileUnfilled")
{
Debug.Log ("collision");
collided = true;
}
}
void OnCollisionExit(Collision collision)
{
collided = false;
}
我现在仅使用左上角的未填充区域对此进行测试,但未检测到碰撞。我该怎么办?
答案 0 :(得分:0)
我没有Unity可以测试,但是我很确定
void OnTriggerEnter(Collider other)
应该是
void OnCollisionEnter(Collider other)