Пример #1
0
    IEnumerator OnMouseDown()
    {
        //将物体由世界坐标系转换为屏幕坐标系
        Vector3 screenSpace = Camera.main.WorldToScreenPoint(transform.position);//三维物体坐标转屏幕坐标

        //完成两个步骤 1.由于鼠标的坐标系是2维,需要转换成3维的世界坐标系
        //            2.只有3维坐标情况下才能来计算鼠标位置与物理的距离,offset即是距离
        //将鼠标屏幕坐标转为三维坐标,再算出物体位置与鼠标之间的距离
        Vector3 offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));

        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition) /*new Ray(Camera.main.transform.position, transform.forward)*/;
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, Mathf.Infinity))
        {
            GetBoderInfo(hit.point, hit.transform.position, out borderPoint);
            Debug.Log(borderPoint);
        }


        while (Input.GetMouseButton(0))
        {
            //得到现在鼠标的2维坐标系位置
            Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);

            //将当前鼠标的2维位置转换成3维位置,再加上鼠标的移动量
            Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;

            if (borderPoint.Equals(Pivot.Center) || borderPoint.Equals(Pivot.Empty))
            {
                //curPosition就是物体应该的移动向量赋给transform的position属性
                transform.position = curPosition;
            }
            else
            {
                DragBorder(curPosition);
            }

            yield return(new WaitForFixedUpdate()); //这个很重要,循环执行
        }
    }