Plane p = new Plane(Vector3.up, transform.position); //Shoot the ray to know where the click/tap found place in 3D float distance; if (p.Raycast(mouseRay, out distance)) { //Use current position as starting point Vector3 position = transform.position; //The player can only move the...
private void MoveController(List<GameObject> _ObjList) { //将鼠标的屏幕坐标转换到世界坐标内 ,深度值设为相机的最大深度,然后从相机发出射线到该点,中途如果有碰撞,将碰撞的物体设为选择 Vector3 _MouseWorldPosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition....
Plane p=newPlane(Vector3.up, transform.position);//Shoot the ray to know where the click/tap found place in 3Dfloatdistance;if(p.Raycast(mouseRay,outdistance)) {//Use current position as starting pointVector3 position =transform.position;//The player can only move the paddle in the x ax...
position += new Vector3(Move*MoveSpeed, 0, 0); //Rigidbody2D //定义刚体 Rigidbody2D rigidbody2D; //获取刚体 rigidbody2D = GetComponent<Rigidbody2D>(); //获取键盘输入 Move = Input.GetAxis("Horizontal"); //修改刚体实现移动 rigidbody2D.velocity = new Vector2(Move, rig.velocity.y); ...
此设置通常与具体应用有非常大的关联性。在这里,我们选择“单击进行移动”(click to move) 行为:根据用户点击屏幕的位置,角色移动到世界中的相应点。 // ClickToMove.cs using UnityEngine; using UnityEngine.AI; [RequireComponent (typeof (NavMeshAgent))] public class ClickToMove : MonoBehaviour { ...
小弟新手,刚刚接触unity,按照5.x从入门到精通这本书上的第一个2D小球游戏教程敲了代码,发现完全无法理解。void Start () {1 Vector3 screenPos = new Vector3(Screen.width, 0, 0);2 Vector3 moveWidth = Camera.main.ScreenToWorldPoint(screenPos);3 float ballWidth = ball.GetComponent<Renderer>().boun...
脚本是挂载的,unity创建一个空的gameobject,脚本挂载在上面,挂载的脚本把方法Public就好了。现在你点在按钮上面,下面就有onclick设置 这时候你选择gameobject在右边就会让你选public方法。 打开unity3D软件,点击create创建一个新的javascript的脚本,初试内容如图所示 在Update函数上方创建一个变量(图中变量名为:speed)将...
1、2D对象响应点击 (1)Canvas对象上有Graphic Raycaster (2)被点击的对象加上Image,并勾选Raycast Target (3)场景里有唯一对象挂上EventSystem和StandaloneInputModule (4)被点击的对象加上Button,然后调用: GetComponent<Button>().onClick.AddListener(() => ...
Character Controller相当于刚体碰撞器,但是没有刚体那样的物理特性,照样会触发OnCollision和OnTrigger的函数,照样会有刚体休眠!Character Controller运动时要使用Move或者SimpleMove才会进行相应的检测。 14.什么叫做链条关节? Hinge Joint,可以模拟两个物体间用一根链条连接在一起的情况,能保持两个物体在一个固定距离内部...
The transform on which this PokeLimiterVisual is placed will move as it’s pressed, stopping at the trigger plane, after which Poke Limiting will begin. 然后修改 ButtonVisuals 物体在 Z 轴上的位置,让按钮的模型位于 Surface 前面的一段距离,这样才能实现推动的效果。注意,需要修改的是挂载了 Poke ...