此刻,我将游戏对象拖到屏幕上;但是,我很难弄清楚如何使我的游戏对象捕捉到场景中预先存在的游戏对象。实例化实例后,如何在运行时将我的游戏对象捕捉到另一个对象?
public class DragObject : MonoBehaviour
{
private Vector3 mOffset;
private float mZCoord;
void OnMouseDown()
{
mZCoord = Camera.main.WorldToScreenPoint(
gameObject.transform.position).z;
mOffset = gameObject.transform.position - GetMouseAsWorldPoint();
}
private Vector3 GetMouseAsWorldPoint()
{
Vector3 mousePoint = Input.mousePosition;
mousePoint.z = mZCoord;
return Camera.main.ScreenToWorldPoint(mousePoint);
}
void OnMouseDrag()
{
transform.position = GetMouseAsWorldPoint() + mOffset;
}
}
LoadAssets
类:
public class LoadAssets : MonoBehaviour
{
bool isCreated = false;
bool isCreatedDrillbit = false;
public void LoadBOP()
{
if (!isCreated)
{
GameObject instance = Instantiate(Resources.Load("BOP", typeof(GameObject))) as GameObject;
isCreated = true;
}
}
public void LoadDrillBit()
{
if (!isCreatedDrillbit)
{
GameObject instance = Instantiate(Resources.Load("Drillbit", typeof(GameObject))) as GameObject;
isCreatedDrillbit = true;
}
}
}
编写一个脚本来检查其他对象的位置,如果它足够靠近,则将其位置更改为相同:
public class SnapToMe : MonoBehaviour
{
public GameObject target = null;
public float snapDistance = 1f;
void FixedUpdate()
{
if (target==null) return;
if ( Vector3.Distance(transform.position, target.transform.position) <= snapDistance) )
{
target.parent = transform;
target.localRotation = Quaternion.Identity;
target.localPosition = Vector3.zero;
}
}
}
在要进行捕捉的对象上,在应该发生捕捉的位置添加一个子对象:
Bottle
└── Bottle snap point
└── SnapToMe
然后在创建上限时:
Gameobject newCap = Instantiate(...);
SnapToMe snapper = bottleTop.GetComponent<SnapToMe>();
snapper.target = newCap;
snapper.snapDistance = 2f; //whatever is appropriate