IEnumerator OnItemClicking ()
{
if (!isClikingItem) yield break;
//Vector3 ScreenSpace = Camera.main.WorldToScreenPoint (transform.position);
//Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
//当鼠标左键按下时
while (Input.GetMouseButton (0)) {
//Debug.Log ("mouse downing");
////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;
ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, out hit)) {
//Debug.Log ("hitname" + hit.transform.name + " point:" + hit.point);
if (hit.transform.name == "AbleArea") {
} else if (hit.transform.name == "AllArea") {
}
}
else
{
//Debug.Log ("noray");
}
yield return new WaitForFixedUpdate ();
}
}
{
if (!isClikingItem) yield break;
//Vector3 ScreenSpace = Camera.main.WorldToScreenPoint (transform.position);
//Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
//当鼠标左键按下时
while (Input.GetMouseButton (0)) {
//Debug.Log ("mouse downing");
////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;
ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, out hit)) {
//Debug.Log ("hitname" + hit.transform.name + " point:" + hit.point);
if (hit.transform.name == "AbleArea") {
} else if (hit.transform.name == "AllArea") {
}
}
else
{
//Debug.Log ("noray");
}
yield return new WaitForFixedUpdate ();
}
}