都在Update中调用
鼠标输入
- 鼠标进入UI元素/碰撞体中时调用
void OnMouseEnter()
{//物体放大到1.3倍
this.transform.localScale = new Vector3(1.3f, 1.3f, 1.3f);
}
- 当鼠标悬浮在UI或碰撞体上时调用
void OnMouseOver()
{ //物体旋转
this.transform.Rotate(Vector3.up, 45 * Time.deltaTime);
}
- 当鼠标移出UI或碰撞体时调用
void OnMouseExit()
{ //物体恢复至原来大小
this.transform.localScale = new Vector3(1f, 1f, 1f);
}
- 当鼠标在UI或碰撞体上点击时调用
void OnMouseDown()
{}
- 当鼠标在释放鼠标按钮时调用
void OnMouseUp()
{}
- 在鼠标拖拽UI或碰撞体时调用
void OnMouseDrag()
{}
- 只有在同一个UI或碰撞体按下,在释放时调用
void OnMouseUpAsButton()
{}
获取鼠标位置
public Rigidbody obj;
void Update () {
if(Input .GetKeyDown(KeyCode.Space ))
{
Rigidbody rig=Instantiate(obj, new Vector3(0, 10, 0), Quaternion.identity) as Rigidbody;
rig.AddForce(new Vector3(0, 0, 6), ForceMode.Impulse);
}
}
使用鼠标拖拽场景内的物体
法1:使用OnMouseDrag()函数
void OnMouseDrag() //鼠标拖拽被点击的物体
{
Vector2 startPoint = Input.mousePosition; //获取鼠标位置
Vector2 objectPosition = Camera.main.ScreenToWorldPoint(startPoint);
transform.position = objectPosition;
}
法2:使用Raycast
void OnMouseDrag() //当鼠标拖拽时
{
move_depth();
}
public float depth=10f;
void move_depth()
{
Vector3 mouseScreen = Input.mousePosition;
mouseScreen.z = depth;
Vector3 mouseWorld = mcamera.ScreenToWorldPoint(mouseScreen);
this.transform.position = mouseWorld;
}