因此,我具有可以在场景中拖动的这些多维数据集。我正在尝试做的是将这些多维数据集集成/捕捉/附加或任何您想调用的对象。当它们像视频中那样彼此靠近时,我希望它们彼此连接并充当一个对象,而不是彼此拖拉吗?这是我必须拖动多维数据集的代码:using System.Collections; using System.Collections.Generic;using UnityEngine;public class dragtest7 : MonoBehaviour{public float minY = 0.427f;public float maxY = 0.427f;public float minZ = 6.536f;public float maxZ = 15.528f;public float minX = -5.5f;public float maxX = 3.493f;public float minYR = 0;public float maxYR = 0;public float minZR = 0;public float maxZR = 0;public float minXR = 0;public float maxXR = 0;void OnMouseDrag(){ float distance = Camera.main.WorldToScreenPoint(gameObject.GetComponent<Rigidbody>().position).z; GetComponent<Rigidbody>().MovePosition(Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance)));}void Update(){ Vector3 currentPosition = GetComponent<Rigidbody>().position; Vector3 currentRotation = GetComponent<Rigidbody>().rotation.eulerAngles; currentPosition.y = Mathf.Clamp(currentPosition.y, minY, maxY); GetComponent<Rigidbody>().position = currentPosition; currentPosition.z = Mathf.Clamp(currentPosition.z, minZ, maxZ); GetComponent<Rigidbody>().position = currentPosition; currentPosition.x = Mathf.Clamp(currentPosition.x, minX, maxX); GetComponent<Rigidbody>().position = currentPosition; currentRotation.y = Mathf.Clamp(currentRotation.y, minYR, maxYR); GetComponent<Rigidbody>().rotation = Quaternion.Euler(currentRotation); currentRotation.z = Mathf.Clamp(currentRotation.z, minZR, maxZR); GetComponent<Rigidbody>().rotation = Quaternion.Euler(currentRotation); currentRotation.x = Mathf.Clamp(currentRotation.x, minXR, maxXR); GetComponent<Rigidbody>().rotation = Quaternion.Euler(currentRotation);}}任何帮助将不胜感激。
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