[Unity]鼠标输入及场景内拖动物体


都在Update中调用

鼠标输入

在这里插入图片描述

  1. 鼠标进入UI元素/碰撞体中时调用
void OnMouseEnter()
{
    
    //物体放大到1.3倍
   this.transform.localScale = new Vector3(1.3f, 1.3f, 1.3f);
}
  1. 当鼠标悬浮在UI或碰撞体上时调用
    void OnMouseOver()
    {
    
       //物体旋转
        this.transform.Rotate(Vector3.up, 45 * Time.deltaTime);
    }
  1. 当鼠标移出UI或碰撞体时调用
   void OnMouseExit()
    {
    
     //物体恢复至原来大小
        this.transform.localScale = new Vector3(1f, 1f, 1f);  
    }
  1. 当鼠标在UI或碰撞体上点击时调用
    void OnMouseDown()
    {
    
    }
  1. 当鼠标在释放鼠标按钮时调用
    void OnMouseUp()
    {
    
    }
  1. 在鼠标拖拽UI或碰撞体时调用
    void OnMouseDrag()
    {
    
    }
  1. 只有在同一个UI或碰撞体按下,在释放时调用
    void OnMouseUpAsButton()
    {
    
    }

获取鼠标位置

 public Rigidbody obj;
	void Update () {
    
    
	 if(Input .GetKeyDown(KeyCode.Space ))
     {
    
    

       Rigidbody rig=Instantiate(obj, new Vector3(0, 10, 0), Quaternion.identity) as Rigidbody;
        rig.AddForce(new Vector3(0, 0, 6), ForceMode.Impulse);
      }
}

使用鼠标拖拽场景内的物体

法1:使用OnMouseDrag()函数

 void OnMouseDrag()      //鼠标拖拽被点击的物体
    {
    
    
        Vector2 startPoint = Input.mousePosition; //获取鼠标位置
        Vector2 objectPosition = Camera.main.ScreenToWorldPoint(startPoint);
        transform.position = objectPosition;
    }

法2:使用Raycast

    void OnMouseDrag() //当鼠标拖拽时
    {
    
    
        move_depth();
    }
    public float depth=10f;
    void move_depth()
    {
    
    
        Vector3 mouseScreen = Input.mousePosition;
        mouseScreen.z = depth;
        Vector3 mouseWorld = mcamera.ScreenToWorldPoint(mouseScreen);
        this.transform.position = mouseWorld;
    }

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转载自blog.csdn.net/qq_43666766/article/details/104954499