74 lines
2.2 KiB
C#
74 lines
2.2 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PetDelet : MonoBehaviour
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{
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private Camera mainCamera;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڱ<EFBFBD><DAB1>϶<EFBFBD>
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private bool isDragging = false;
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private Vector3 offset;
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private Vector3 screenPosition;
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private float initialRotationZ;
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void Start()
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{
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mainCamera = Camera.main; // <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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}
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void Update()
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD>ȳ<EFBFBD><C8B3>Ƿ<C7B7><F1B3ACB3><EFBFBD>Ļ
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screenPosition = mainCamera.WorldToViewportPoint(transform.position);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ﳬ<EFBFBD><EFB3AC><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD>ٸö<D9B8><C3B6><EFBFBD>
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if (screenPosition.x < 0 || screenPosition.x > 1 || screenPosition.y < 0 || screenPosition.y > 1)
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{
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Destroy(gameObject);
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}
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// <20><><EFBFBD>갴<EFBFBD>£<EFBFBD><C2A3><EFBFBD>ʼ<EFBFBD>϶<EFBFBD>
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if (Input.GetMouseButtonDown(0))
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{
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// <20><><EFBFBD><EFBFBD>Raycast2D<32><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2D<32><44><EFBFBD><EFBFBD>
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Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction, 1000, 1 << LayerMask.NameToLayer("PetObject"));
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if (hit.collider != null && hit.collider.transform == transform)
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{
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isDragging = true; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD>״̬
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offset = transform.position - GetMouseWorldPos(); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֮<EFBFBD><D6AE><EFBFBD><EFBFBD>ƫ<EFBFBD><C6AB><EFBFBD><EFBFBD>
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}
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD>ɿ<EFBFBD><C9BF><EFBFBD>ֹͣ<CDA3>϶<EFBFBD>
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if (Input.GetMouseButtonUp(0))
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{
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isDragging = false; // <20><><EFBFBD><EFBFBD>ֹͣ<CDA3>϶<EFBFBD>
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڱ<EFBFBD><DAB1>϶<EFBFBD><CFB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
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if (isDragging)
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{
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transform.position = GetMouseWorldPos() + offset;
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڱ<EFBFBD><DAB1>϶<EFBFBD><CFB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ò<EFBFBD><C3B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>ǶȲ<C7B6><C8B2><EFBFBD>
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if (isDragging)
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{
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Vector3 newPosition = GetMouseWorldPos() + offset;
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transform.position = newPosition;
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transform.rotation = Quaternion.Euler(0, 0, initialRotationZ); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD>ʼ<EFBFBD><CABC>ת<EFBFBD>Ƕ<EFBFBD>
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}
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}
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD>λ<EFBFBD><CEBB>
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private Vector3 GetMouseWorldPos()
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{
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Vector3 mousePoint = Input.mousePosition; // <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD>
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mousePoint.z = 0; // <20><>Ϊ<EFBFBD><CEAA>2D<32><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҪZ<D2AA><5A>
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return mainCamera.ScreenToWorldPoint(mousePoint); // ת<><D7AA>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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}
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}
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