2017-10-16 151 views
1

我使用下面的脚本在固定区域内向上/向下和向左/向右拖动游戏对象,这对编辑器和移动滑动效果都很好,但由于某种原因,我似乎无法减慢速度使用速度变量。任何想法我怎么能做到这一点?我希望能够控制对象可以被拖动的速度。拖动游戏对象

using UnityEngine; 
using System.Collections; 

public class drag : MonoBehaviour { 

public float maxXValue = 9f; 

Vector3 dist; 
float posX; 
float posY; 


void OnMouseDown(){ 
    dist = Camera.main.WorldToScreenPoint(transform.position); 
    posX = Input.mousePosition.x - dist.x; 
    posY = Input.mousePosition.y - dist.y; 
} 

void OnMouseDrag(){ 

    Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z); 
    Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos); 

    if (GameManager.instance.gameStart == false) { 
     worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f); 
     worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f); 
    } else { 
     worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue); 
     worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f); 
    } 

    transform.position = worldPos; 
} 
} 

回答

1

您可以采取速度变量和Lerp transform.position。改变速度变量将改变拖曳速度。 喜欢这个:

using UnityEngine; 
using System.Collections; 

public class drag : MonoBehaviour { 
    public bool gameStart = false; 
    public float maxXValue = 9f; 
    public float speed = 1.0f; 
    Vector3 dist; 
    float posX; 
    float posY; 


    void OnMouseDown(){ 
     dist = Camera.main.WorldToScreenPoint(transform.position); 
     posX = Input.mousePosition.x - dist.x; 
     posY = Input.mousePosition.y - dist.y; 
    } 

    void OnMouseDrag(){ 

     Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z); 
     Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos); 

     if (gameStart == false) { 
      worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f); 
      worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f); 
     } else { 
      worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue); 
      worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f); 
     } 

     //transform.position = worldPos; 
     transform.position = Vector3.Lerp(transform.position,worldPos,speed*Time.deltaTime); 
    } 
} 
+0

非常感谢,那就像我想要的那样工作。 – Kaz

+0

我该如何才能够仅在Y轴上控制速度? – Kaz

+0

您可以采用轴明智的临时值,并使用Mathf.Lerp根据您所需的速度更改其值。然后,创建一个新的Vector并将其分配给transform.position。 – ZayedUpal