2017-10-16 215 views
1

我使用下面的腳本在固定區域內向上/向下和向左/向右拖動遊戲對象,這對編輯器和移動滑動效果都很好,但由於某種原因,我似乎無法減慢速度使用速度變量。任何想法我怎麼能做到這一點?我希望能夠控制對象可以被拖動的速度。拖動遊戲對象

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

您可以採取速度變量和Lerp transform.position。改變速度變量將改變拖曳速度。 喜歡這個:

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

非常感謝,那就像我想要的那樣工作。 – Kaz

+0

我該如何才能夠僅在Y軸上控制速度? – Kaz

+0

您可以採用軸明智的臨時值,並使用Mathf.Lerp根據您所需的速度更改其值。然後,創建一個新的Vector並將其分配給transform.position。 – ZayedUpal