[英]Unity , script to drag camera
我在 XY 平面中有 2D 网格。 我有以下脚本将相机移动到平面上,相机从 (0,0,-10) 开始。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragMap : MonoBehaviour {
private float dist;
private Vector3 MouseStart;
private Vector3 derp;
void Start () {
dist = transform.position.z; // Distance camera is above map
}
void Update () {
if (Input.GetMouseButtonDown (2)) {
MouseStart = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
MouseStart = Camera.main.ScreenToWorldPoint (MouseStart);
MouseStart.z = transform.position.z;
}
else if (Input.GetMouseButton (2)) {
var MouseMove = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
MouseMove = Camera.main.ScreenToWorldPoint (MouseMove);
MouseMove.z = transform.position.z;
transform.position = transform.position - (MouseMove - MouseStart);
}
}
}
但是我一生都无法弄清楚要改变什么,以便如果我向右拖动鼠标,相机就会向左移动,反之亦然。 同样,如果我向上拖动鼠标,我想向下移动相机,反之亦然。 帮助!
感谢您的任何答复。
- 欧米茄博士。
您需要否定 MouseMove 向量的 x 以仅翻转 x 移动:
MouseMove = new Vector3(-MouseMove.x, MouseMove.y, MouseMove.z);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragMap : MonoBehaviour {
private float dist;
private Vector3 MouseStart;
private Vector3 derp;
void Start () {
dist = transform.position.z; // Distance camera is above map
}
void Update () {
if (Input.GetMouseButtonDown (2)) {
MouseStart = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
MouseStart = Camera.main.ScreenToWorldPoint (MouseStart);
MouseStart.z = transform.position.z;
}
else if (Input.GetMouseButton (2)) {
var MouseMove = new Vector3(Input.mousePosition.x, Input.mousePosition.y, dist);
MouseMove = Camera.main.ScreenToWorldPoint (MouseMove);
MouseMove.z = transform.position.z;
transform.position = transform.position - (MouseMove - MouseStart);
}
}
}
这里有一个简单的解决方法。 如果您想同时翻转 x 和 y,请将“- (MouseMove - MouseStart)”替换为“+ (MouseMove - MouseStart)”
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