1选择物体
- using UnityEngine;
- using System.Collections;
- public class roated : MonoBehaviour {
- private bool roate;
- private float RoatedSpeed = 1000.0F;
- void Start () {
- roate = false;
- }
- // Update is called once per frame
- void Update () {
- if(Input.GetMouseButton(0))
- {
- float y = 0;
- y = Input.GetAxis("Mouse X")*RoatedSpeed*Time.deltaTime;
- if(roate)
- {
- gameObject.transform.Rotate(new Vector3(0,y,0));
- }
- }
- }
- void OnMouseDown()
- {
- roate =true;
- Debug.Log("collider");
- }
- void OnMouseUp()
- {
- roate = false;
- Debug.Log("Out of collider");
- }
- }
- using System.Collections;
- public class clickmove : MonoBehaviour {
- // Use this for initialization
- void Start () {
- }
- // Update is called once per frame
- void Update () {
- }
- //下面的函数是当鼠标触碰到碰撞体或者刚体时调用,我的碰撞体设置是mesh collider,然后别忘了,给这个collider添加物理材质
- //值得注意的是世界坐标系转化为屏幕坐标系,Z轴是不变的
- IEnumerator OnMouseDown()
- {
- //将物体由世界坐标系转化为屏幕坐标系 ,由vector3 结构体变量ScreenSpace存储,以用来明确屏幕坐标系Z轴的位置
- Vector3 ScreenSpace = Camera.main.WorldToScreenPoint(transform.position);
- //完成了两个步骤,1由于鼠标的坐标系是2维的,需要转化成3维的世界坐标系,2只有三维的情况下才能来计算鼠标位置与物体的距离,offset即是距离
- Vector3 offset = transform.position-Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,ScreenSpace.z));
- Debug.Log("down");
- //当鼠标左键按下时
- while(Input.GetMouseButton(0))
- {
- //得到现在鼠标的2维坐标系位置
- Vector3 curScreenSpace = new Vector3(Input.mousePosition.x,Input.mousePosition.y,ScreenSpace.z);
- //将当前鼠标的2维位置转化成三维的位置,再加上鼠标的移动量
- Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace)+offset;
- //CurPosition就是物体应该的移动向量赋给transform的position属性
- transform.position = CurPosition;
- //这个很主要
- yield return new WaitForFixedUpdate();
- }
- }
- }
把脚本拖动物体上面