需求说明
鼠标点击3D场景时,可以获取其所在的世界坐标;
鼠标点击3D物体时,可以获取该物体;
鼠标点击3D物体时,可以让玩家移动至该物体;
成果展示
Scene部分
关于仓库栏的设置,物体如何进入仓库内容【查看此篇】
能够被获取的物体,必须需要是一个碰撞体,即绑定了碰撞体组件。
Mouse3D需要绑定对应的脚本。
脚本部分
public class Mouse3D : MonoBehaviour
{
public static Mouse3D Instance { get; private set; }
[SerializeField] private LayerMask mouseColliderLayerMask = new LayerMask();
private void Awake()
{
Instance = this;
}
private void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, mouseColliderLayerMask))
{
transform.position = raycastHit.point;
}
}
public static Vector3 GetMouseWorldPosition() => Instance.GetMouseWorldPosition_Instance();
public static Transform GetClickedTransform() => Instance.GetClickedTransform_Instance();
private Vector3 GetMouseWorldPosition_Instance()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, mouseColliderLayerMask))
{
return raycastHit.point;
}
else
{
return Vector3.zero;
}
}
private Transform GetClickedTransform_Instance() {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 999f, mouseColliderLayerMask))
{
return raycastHit.collider.transform;
}
else
{
return null;
}
}
}
Player脚本中相关内容
private void Update()
{
Vector3 inputDir = new Vector3(0, 0, 0);
if (Input.GetKey(KeyCode.UpArrow)) inputDir.z += +1f;
if (Input.GetKey(KeyCode.DownArrow)) inputDir.z += -1f;
if (Input.GetKey(KeyCode.LeftArrow)) inputDir.x += -1f;
if (Input.GetKey(KeyCode.RightArrow)) inputDir.x += +1f;
Vector3 moveDir = transform.forward * inputDir.z + transform.right * inputDir.x;
transform.position += moveDir * moveSpeed * Time.deltaTime;
if (Input.GetMouseButtonUp(1)) {
Debug.Log(Mouse3D.GetMouseWorldPosition());
Transform t = Mouse3D.GetClickedTransform();
if (t != null)
{
Debug.Log(t.name);
Vector3 targetPosition = t.position;
targetPosition.y = transform.position.y;
transform.DOMove(targetPosition, 2);//移动使用了Dotween插件
}
else {
Debug.Log("null");
}
}
}