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;
}
}
}
}