创建DragCube脚本挂载在Cube上
代码如下
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class DragCube: MonoBehaviour { private Camera cam;//发射射线的摄像机 private
GameObject go;//射线碰撞的物体 public static string btnName;//射线碰撞物体的名字 private Vector3
screenSpace; private Vector3 offset; private bool isDrage = false; Vector3
scale; void Start() { cam = Camera.main; scale = gameObject.transform.localScale
; } void Update() { //整体初始位置 Ray ray = cam.ScreenPointToRay(Input.mousePosition)
; //从摄像机发出到点击坐标的射线 RaycastHit hitInfo; if (isDrage == false) { if (Physics.
Raycast(ray, out hitInfo)) { //划出射线,只有在scene视图中才能看到 Debug.DrawLine(ray.origin,
hitInfo.point); go = hitInfo.collider.gameObject; //print(btnName); screenSpace
= cam.WorldToScreenPoint(go.transform.position); offset = go.transform.position
- cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.
y, screenSpace.z)); //物体的名字 btnName = go.name; //组件的名字 } else { btnName = null;
} } if (Input.GetMouseButton(0)) { Vector3 currentScreenSpace = new Vector3(
Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); Vector3
currentPosition= cam.ScreenToWorldPoint(currentScreenSpace) + offset; if (
btnName!= null) { go.transform.position = currentPosition; } isDrage = true; }
else { isDrage = false; } if (Input.GetAxis("Mouse ScrollWheel") < 0) { //if
(Camera.main.fieldOfView <= 100) // Camera.main.fieldOfView += 2; if (scale.x<5)
{ scale.x += 0.2f; scale.y += 0.2f; scale.z += 0.2f; gameObject.transform.
localScale= scale; } } //Zoom in if (Input.GetAxis("Mouse ScrollWheel") > 0) {
//缩放摄像机视角fieldOfView值 //if (Camera.main.fieldOfView > 40) //
Camera.main.fieldOfView -= 2; //缩放物体 if (scale.x > 0) { scale.x -= 0.2f; scale.y
-= 0.2f; scale.z -= 0.2f; gameObject.transform.localScale = scale; } } } }

技术
©2019-2020 Toolsou All rights reserved,
Java中的lambda表达式如何理解——精简html+css+js制作简单网站首页java作业VHDL——4选1数据选择器C++OpenCV实战——车牌去雾、车牌检测、分割JAVA阶段考内容知识点的梳理计算机组成原理的简单学习java连接数据库实现基本的增删改查2022年第十三届蓝桥杯题解(全)3 4j不是合法的python表达式_3+4j不是合法的Python表达式。