65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
using UnityEngine;
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public class ObjDrag : MonoBehaviour
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{
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private Vector3 offset;
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private Camera mainCamera;
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public bool isOn = false;
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void Start()
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{
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// 获取主相机引用
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mainCamera = Camera.main;
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}
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void OnMouseDown()
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{
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if (isOn)
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{
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// 获取鼠标在相机视角平面上的世界坐标
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Vector3 mouseWorldPos = GetMouseWorldPositionOnPlane();
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// 计算物体位置与鼠标点击点在世界坐标中的偏移量
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offset = transform.position - mouseWorldPos;
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}
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}
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void OnMouseDrag()
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{
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if (isOn)
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{
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// 获取鼠标在相机视角平面上的世界坐标
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Vector3 mouseWorldPos = GetMouseWorldPositionOnPlane();
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// 根据偏移量更新物体的位置
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transform.position = mouseWorldPos + offset;
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}
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}
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private Vector3 GetMouseWorldPositionOnPlane()
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{
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// 获取鼠标在屏幕上的位置
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Vector3 mouseScreenPos = Input.mousePosition;
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mouseScreenPos.z = mainCamera.WorldToScreenPoint(transform.position).z; // 保持物体与相机的深度一致
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// 将鼠标的屏幕坐标转换为世界坐标
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Vector3 mouseWorldPos = mainCamera.ScreenToWorldPoint(mouseScreenPos);
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// 计算相机视角平面的法线方向(相机的正前方)
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Vector3 cameraForward = mainCamera.transform.forward;
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// 创建一个平面,法线方向为相机的正前方,平面通过物体的当前位置
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Plane plane = new Plane(cameraForward, transform.position);
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// 从相机发射一条射线,指向鼠标的世界坐标
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Ray ray = mainCamera.ScreenPointToRay(mouseScreenPos);
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float distance;
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if (plane.Raycast(ray, out distance))
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{
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// 返回射线与平面的交点
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return ray.GetPoint(distance);
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}
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// 如果没有相交,返回物体的当前位置
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return transform.position;
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}
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} |