79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
using UnityEngine;
|
|
|
|
public class MousePosHandle : MonoBehaviour
|
|
{
|
|
#region 公有变量
|
|
//------------------------------------------------------------------------------------
|
|
|
|
//------------------------------------------------------------------------------------
|
|
#endregion
|
|
|
|
#region 私有变量
|
|
//------------------------------------------------------------------------------------
|
|
private Transform dragGameObject;
|
|
private Vector3 offset;
|
|
private bool isPicking;
|
|
private Vector3 targetScreenPoint;
|
|
//------------------------------------------------------------------------------------
|
|
#endregion
|
|
|
|
#region 公有方法
|
|
#endregion
|
|
|
|
#region 私有方法
|
|
//------------------------------------------------------------------------------------
|
|
private void Update()
|
|
{
|
|
if (Input.GetMouseButtonDown(0))
|
|
{
|
|
if (CheckGameObject())
|
|
{
|
|
offset = dragGameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z));
|
|
}
|
|
}
|
|
|
|
if (isPicking)
|
|
{
|
|
//当前鼠标所在的屏幕坐标
|
|
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z);
|
|
//把当前鼠标的屏幕坐标转换成世界坐标
|
|
Vector3 curWorldPoint = Camera.main.ScreenToWorldPoint(curScreenPoint);
|
|
Vector3 targetPos = curWorldPoint + offset;
|
|
|
|
dragGameObject.position = targetPos;
|
|
}
|
|
|
|
if (Input.GetMouseButtonUp(0))
|
|
{
|
|
isPicking = false;
|
|
if (dragGameObject != null)
|
|
{
|
|
dragGameObject = null;
|
|
}
|
|
}
|
|
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
/// <summary>
|
|
/// 检查是否点击到cbue
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
bool CheckGameObject()
|
|
{
|
|
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
RaycastHit hitInfo;
|
|
if (Physics.Raycast(ray, out hitInfo, 1000f))
|
|
{
|
|
isPicking = true;
|
|
//得到射线碰撞到的物体
|
|
dragGameObject = hitInfo.collider.gameObject.transform;
|
|
|
|
targetScreenPoint = Camera.main.WorldToScreenPoint(dragGameObject.position);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
//------------------------------------------------------------------------------------
|
|
#endregion
|
|
}
|