using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; /******************************************************************************* *Create By CG *Function *******************************************************************************/ namespace Test { public class Test : MonoBehaviour { private void Start() { float cur = 205.0f; DOTween.To(() => cur, x => cur = x, 202.0f, 1.0f).OnUpdate(()=> { Debug.Log(cur); }); } private void Update() { if (Input.GetMouseButton(0)) { Ray rayOrigin = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit cast; Debug.DrawRay(rayOrigin.origin, rayOrigin.direction, Color.red, 1.0f); if (Physics.Raycast(rayOrigin,out cast)) { Debug.Log("射线与Box相交"); } //Vector3 mousePos3 = Camera.main.ScreenToWorldPoint(Input.mousePosition); //Vector2 mousePos2 = new Vector2(mousePos3.x, mousePos3.y); //Debug.DrawRay(mousePos2, Vector3.zero, Color.red, 1.0f); //RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); //if (hit.collider != null) //{ // Debug.Log("Target Position: " + hit.collider.gameObject.transform.position); // //and do what you want //} //Ray rayOrigin = Camera.main.ScreenPointToRay(Input.mousePosition); //Debug.DrawRay(Camera.main.(Input.mousePosition), Vector3.forward,Color.red,1.0f); //RaycastHit2D castHit = Physics2D.Raycast(Input.mousePosition, Vector3.forward, Mathf.Infinity); //if (castHit.collider != null) //{ // Debug.Log("射线与Box相交"); //} } } } }