unity从物品栏拖出物体,安装到指定位置

一、创建垂直滑动列表-物品栏

二、从物品栏拖出物体

  1. 创建Resources文件夹,在Resources文件夹下创建Prefabs文件夹
  2. 将要生成的实例物体放入Prefabs文件夹里
  3. 增加一个Button和Image
  4. 在Button下添加代码,str写实例名字,image选择合适的Image
  5. 代码如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/*
 * 左键从UI处拖出生成物体
 */
public class DragSpawn : MonoBehaviour, IPointerDownHandler
{
    
    
    public string str;//Resources文件夹下物体的名字
    public Image image;//拖动之后的形状,删掉image即是无形状
    private GameObject objDragSpawning;//正在拖拽的物体

    private bool isDragSpawning = false;//是否正在拖拽
        
    private void Start()
    {
    
    
        image.enabled = false;//开始image不显示
    }

    void Update()
    {
    
    
        if (isDragSpawning)
        {
    
    
            //刷新位置
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);//发出从摄像机到点击坐标的射线
            objDragSpawning.transform.position = ray.GetPoint(10);//ray.GetPoint(distance)沿着射线在distance距离单位的点

            //拖动时的image
            image.enabled = true;
            image.transform.position = Input.mousePosition;

            //拖动物体在鼠标为松开时不显示
            objDragSpawning.SetActive(false);

            //结束拖拽
            if (Input.GetMouseButtonUp(0))
            {
    
    
                objDragSpawning.SetActive(true);
                isDragSpawning = false;
                objDragSpawning = null;
                image.enabled = false;
            }
        }
    }

    //按下鼠标时开始生成实体
    public void OnPointerDown(PointerEventData eventData)
    {
    
    
        str = "Prefabs/" + str;
        GameObject prefab = Resources.Load<GameObject>(str);

        if (prefab != null)
        {
    
    
            objDragSpawning = Instantiate(prefab);
            isDragSpawning = true;
        }
    }
}

三、左键移动物体+近距离安装

  1. 在场景中放置目标物体,材质改为高亮颜色
  2. 当从物品栏拖出物体安装到目标物体处时,拖出物体消失,目标物体材质改为原本材质,销毁拖出物体
  3. 代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
 * 左键控制物体移动+近距离安装
 */
public class ControlMove : MonoBehaviour
{
    
    

    public string str;//目标物体在Hierarchy面板的名字
    public Material originMeterial;//声明物体本来的材质

    private Transform target;
    private Vector3 cubeScreenPos;
    private Vector3 offset;
            
    //定义一个全局的对象用来接收协程的返回值
    IEnumerator ie;

    void Start()
    {
    
    
        target= GameObject.Find(str).transform;
       
        ie = OnMouseDown();
        StartCoroutine(ie);//调用StartCoroutine(要调用的协程方法)开启协程                    
    }

    //协程
    IEnumerator OnMouseDown()
    {
    
    
        //1. 得到物体的屏幕坐标
        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 = transform.position - mousePos;

        //3. 物体随着鼠标移动
        while (Input.GetMouseButton(0))
        {
    
    
            //目前的鼠标二维坐标转为三维坐标
            Vector3 curMousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, cubeScreenPos.z);
            //目前的鼠标三维坐标转为世界坐标
            curMousePos = Camera.main.ScreenToWorldPoint(curMousePos);

            //当与目标距离<2时,物体像目标移动
            if (Vector3.Distance(transform.position, target.position) < 2)
            {
    
    
                transform.position = Vector3.MoveTowards(transform.position, target.position, 5 * Time.deltaTime);
                StopCoroutine(ie);//停止协程
                if(transform.position==target.position)
                {
    
    
                    target.GetComponent<MeshRenderer>().material =originMeterial;//target材质改变
                    Destroy(gameObject);//删除挂载着脚本的游戏物体,销毁当前物体
                }                
            }
            else
            {
    
    
                //物体世界位置
                transform.position = curMousePos + offset;                
            }
            yield return new WaitForFixedUpdate(); //这个很重要,循环执行           
        }
    }
}

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转载自blog.csdn.net/weixin_45686837/article/details/123047135
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