首先将要拖拽的物体设置为“Cube”层
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragGameObj : MonoBehaviour
{
private Transform dragGameObject;
private LayerMask canDrag;
public LayerMask canDrag2;
private Vector3 offset;
private bool isClickCube;
private Vector3 targetScreenPoint;
// Use this for initialization
void Start()
{
// LayerMask.GetMask("Cube"); 得到 名字为 Cube 的层的 2 进制
// LayerMask.LayerToName(9); 得到一个 10 进制表示的层 的名字 这里既第十层
// LayerMask.NameToLayer("Cube"); 得到 名字为 Cube 的层的 10 进制
//使用位运算,因为 LayerMask (好像)是以2进制存储的 Layer 的层是以0开始
canDrag = 1 << LayerMask.NameToLayer("Cube");
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (CheckGameObject())
{
offset = dragGameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z));
}
}
if (isClickCube)
{
//当前鼠标所在的屏幕坐标
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z);
//把当前鼠标的屏幕坐标转换成世界坐标
Vector3 curWorldPoint = Camera.main.ScreenToWorldPoint(curScreenPoint);
dragGameObject.position = curWorldPoint + offset;
}
if (Input.GetMouseButtonUp(0))
{
isClickCube = false;
}
}
/// <summary>
/// 检查是否点击到cbue
/// </summary>
/// <returns></returns>
bool CheckGameObject()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, 100f, canDrag))
{
isClickCube = true;
//得到射线碰撞到的物体
dragGameObject = hitInfo.collider.gameObject.transform;
targetScreenPoint = Camera.main.WorldToScreenPoint(dragGameObject.position);
return true;
}
return false;
}
}