Unity3D 对象鼠标拖拽(代码实现)

这里就是我参考:http://libufan.sinaapp.com/?p=234 这个人写的拖拽完成的自己的一个plane贴图的拖拽!

using UnityEngine;
using System.Collections;
using System.IO;

public class pl_ptwDrag : MonoBehaviour {

	Vector3 curScreenSpace;
	Vector3 curPosition;

	// Use this for initialization
	void Start () {
		renderer.material.mainTexture = Button_queding.texturew;
		GameObject parent = GameObject.Find("Sprite_adddelete");

		transform.parent = parent.transform;
		transform.localPosition = new Vector3(0f, 0f, -0.001f);
		transform.localRotation = Quaternion.identity;
		transform.localScale = new Vector3(0.02f, 0.01f, 0.027f);

		transform.Rotate(90f, 180f, 0f, Space.World);		//旋转角度

		renderer.material.mainTexture = Button_queding.texturew;
	}
	
	// Update is called once per frame
	void Update () {

	}

	Vector3 curobjPos, curmousePos, mousePosfirst, objPosfirst, differencePos;
	IEnumerator OnMouseDown()
	{

		/*三维物体坐标转屏幕坐标*/
		curScreenSpace = UICamera.mainCamera.WorldToScreenPoint(transform.position);
		/*将鼠标屏幕坐标转为三维坐标,再算出物体位置与鼠标之间的距离*/
		curPosition = transform.position - UICamera.mainCamera.ScreenToWorldPoint(new Vector3
			(Input.mousePosition.x, Input.mousePosition.y, curScreenSpace.z));
		//print("undown");
		while (Input.GetMouseButton(0))	//单击鼠标左键
		{
			curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, curScreenSpace.z);
			transform.position = UICamera.mainCamera.ScreenToWorldPoint(curScreenSpace) + curPosition;

			yield return 0;	//这个很重要,循环执行
		}

	}
}


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