先声明变量,mouse为鼠标的坐标,item为gameobject的坐标,以item为二维坐标轴的原点,L是mouse离item的直线距离,X是mouse离X坐标轴的直线距离,Y是mouse离Y坐标轴的直线距离,l是item在一帧内可移动的距离,x是移动后item离X坐标轴的直线距离,y是移动后item里y坐标轴的直线距离,现知道mouse的坐标,item的坐标和l的大小...
cubeScreenPos = Camera.main.WorldToScreenPoint(transform.position); //2. 计算偏移量 //鼠标的三维坐标 Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, cubeScreenPos.z); //鼠标三维坐标转为世界坐标 mousePos = Camera.main.ScreenToWorldPoint(mousePos); offset = transfo...
Vector2 touchPosition = touch.position; // for 2d games // Now you can use 'touchPosition' to determine where the user touched the screen. Vector3 touchPosition = Camera.main.ScreenToWorldPoint(touch.position); // for 3d games // Now you can use touchPosition to interact with your game...
方法四:使用协程 IEnumerate 代码语言:javascript 复制 publicfloat Speed=5f;privatevoidStart(){StartCoroutine(MoveToPosition());}IEnumeratorMoveToPosition(){while(gameObject.transform.localPosition!=newVector3(20,5,0)){gameObject.transform.localPosition=Vector3.MoveTowards(gameObject.transform.localPosition,new...
{14mouseposition.z=targetposition.z;1516//world=Camera.main.ScreenToWorldPoint(mouse position);//这种情况下 会有穿透现象1718world.x=Camera.main.ScreenToWorldPoint(mouse position).x;19world.z=Camera.main.ScreenToWorldPoint(mouse position).z;20world.y=this.transform.postion.y;2122moveSpeed=3;23...
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenSpace) + offset; //curPosition就是物体应该的移动向量赋给transform的position属性 transform.position = curPosition; Debug.Log ("move the points"); yield return new WaitForFixedUpdate (); //这个很重要,循环执行 ...
//Vector3 mouseWorldPointer = Camera.main.ScreenToWorldPoint(mouseScreenPointer); //向量减法获得指向鼠标点的方向 direction = mouseWorldPointer - spriteTransform.position; direction.z = 0; direction.Normalize(); Debug.Log(string.Format("x:{0},y:{1}-- {2},{3}", mouseWorldPointer.x, mouse...
Debug.Log("Action_Down" + UnityEngine.InputSystem.Mouse.current.position.ReadValue()); }; // 鼠标移动时即时反馈坐标 inputActions.Player.ACTION_MOVE.performed += ctx => { Debug.Log("Action_Move" + ctx.ReadValue<Vector2>()); };
// MoveToClickPoint.cs using UnityEngine; using UnityEngine.AI; public class MoveToClickPoint : MonoBehaviour { NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); } void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; if (Physics.Raycast(Camera.main....
// DWORD dy, // vertical position or change // DWORD dwData, // wheel movement // ULONG_PTR dwExtraInfo // application-defined information // ); [Flags] enum MouseEventFlag : uint { //移动鼠标 Move = 0x0001, //模拟鼠标左键按下 ...