我正在尝试沿垂直轴移动飞机叉架。我正在使用鼠标指针在垂直轴上上下移动磁轭并固定该值。当我运行脚本时,轭已定位到某个位置,并且不会上下移动。轭架没有上下移动。如图所示,如何使用以下代码上下移动磁轭。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace plane
{
public class IP_AirplaneThrottle_Physical : MonoBehaviour
{
#region Variables
public float maxZOffset = -0.5f;
public float sensitivity = 0.001f;
public float smoothSpeed = 8f;
public bool isHitting = false;
public float wantedDelta;
private Vector3 startPos;
private Vector3 wantedPos;
private Vector2 lastMousePosition;
#endregion
#region Builtin Methods
// Use this for initialization
void Start()
{
//Get the lever starting position
startPos = transform.position;
}
// Update is called once per frame
void Update()
{
HandleRaycast();
HandleInteraction();
}
#endregion
#region Custom Methods
void HandleRaycast()
{
//Build a ray so we can see if we are hitting the lever
Ray curRay = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
//Do our Raycast into the scene
if(Physics.Raycast(curRay, out hit, 1000f))
{
if(hit.transform.GetInstanceID() == this.transform.GetInstanceID())
{
Debug.Log("Hitting the Lever!");
if(Input.GetMouseButtonDown(0))
{
//We are hitting so get the start mouse position
isHitting = true;
lastMousePosition = Input.mousePosition;
print ("123");
}
}
}
//If we let go of the left mouse button then stop everything
if(isHitting && Input.GetMouseButton(0) == false)
{
isHitting = false;
}
}
void HandleInteraction()
{
if(isHitting)
{
//Calculate the delta for Z offset
wantedDelta = (lastMousePosition.y - Input.mousePosition.y) * Time.deltaTime * sensitivity;
startPos.z += wantedDelta;
//make sure we dont go to far
startPos.z = Mathf.Clamp(startPos.z, maxZOffset, 0f);
wantedPos = startPos;
//Get the New Mouse Position every frame while we are holding
lastMousePosition = Input.mousePosition;
}
else
{
//Clear out the Delta value
wantedDelta = 0f;
}
//Move the lever
transform.position = Vector3.Lerp(transform.position, wantedPos, Time.deltaTime * smoothSpeed);
}
#endregion
}
}