C# 我如何让一个对象在鼠标clic上移动并与另一个对象交换位置
到目前为止,我有一个脚本,可以在鼠标单击时将对象移动一小段距离,但是我想对其进行更改,以便在单击此对象时,它可以与旁边的另一个对象交换位置,而不仅仅是它现在移动的小距离。我有点困惑如何做到这一点,因为我是新的统一C# 我如何让一个对象在鼠标clic上移动并与另一个对象交换位置,c#,unity3d,transform,swap,gameobject,C#,Unity3d,Transform,Swap,Gameobject,到目前为止,我有一个脚本,可以在鼠标单击时将对象移动一小段距离,但是我想对其进行更改,以便在单击此对象时,它可以与旁边的另一个对象交换位置,而不仅仅是它现在移动的小距离。我有点困惑如何做到这一点,因为我是新的统一 using UnityEngine; using System.Collections; public class NewBehaviourScript: MonoBehaviour { public float movementSpeed = 10;
using UnityEngine;
using System.Collections;
public class NewBehaviourScript: MonoBehaviour
{
public float movementSpeed = 10;
void Update(){
if ( Input.GetMouseButtonDown(0))
{
transform.Translate(Vector3.right * movementSpeed * Time.deltaTime);
}
}
}
试试这个:
using UnityEngine;
using System.Collections;
public class NewBehaviourScript: MonoBehaviour {
public GameObject objectA; //Needs to be initialized in the editor, or on Start
public GameObject objectB; //Needs to be initialized in the editor, or on Start
public float movementSpeed = 10;
private Vector3 posA = Vector3.zero; //Vector3.zero is for initialization
private Vector3 posB = Vector3.zero; //Vector3.zero is for initialization
void Update() {
if ( Input.GetMouseButtonDown(0)) {
posA = objectA.gameObject.transform.position;
posB = objectB.gameObject.transform.position;
objectA.gameObject.transform.position = posB;
objectB.gameObject.transform.position = posA;
}
}
}
这只是将每个对象位置保存到posA和posB变量中,然后将objectA移动到posB,将objectB移动到posA
-或-
现在,如果objectB始终是不同的对象(不是常量),并且您不确定如何找到最近的对象,那么可以使用光线投射。将以下函数添加到代码中:
gamObject NearestObject () {
int dist;
int nearestIndex;
//Create an array to contain objects to be hit by the raycast
RaycastHit[] nearby;
//Hit all objects within 100 units with a raycast, change the 100 as needed
nearby = Physics.RaycastAll(objectA.transform.position, transform.forward, 100.0f);
//Check if there is at least one object
if(nearby.Length > 0) {
//If there is only one object and it's not objectA
if(!(nearby.Length == 1 && nearby[0].transform == objectA.transform)) {
dist = nearby[0].distance;
nearestIndex = 0;
for (int i = 1; i < nearby.Length; i++) {
if(nearby[i].transform != gameObject.transform && nearby[i].distance < dist)
dist = nearby[i].distance;
nearestIndex = i;
}
}
} else {
//There is only one object in the raycast and it is objectA
nearestIndex = -1;
}
} else {
//There are no objects nearby
nearestIndex = -1;
}
//nearestIndex will only be negative one if there are no objects near objectA, so return null
if (nearestIndex == -1) {
return null;
} else {
//return nearest object to update
return nearby[nearestIndex].gameObject;
}
}
void Update() {
if ( Input.GetMouseButtonDown(0)) {
objectB = NearestObject ();
if (objectB != null) {
posA = objectA.gameObject.transform.position;
posB = objectB.gameObject.transform.position;
objectA.gameObject.transform.position = posB;
objectB.gameObject.transform.position = posA;
}
}
}
using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour
{
//making them public just to be able watch values change in game mode
public float movementSpeed = 10;
public GameObject g1;
public GameObject g2;
public Vector3 vec1;
public Vector3 vec2 = new Vector3(2F, 2F, 2F);
public bool swapBack = false;
void Start()
{
g1 = GameObject.Find("Cube");
g2 = GameObject.Find("Sphere");
vec1 = new Vector3(g1.gameObject.transform.position.x, g1.gameObject.transform.position.y, g1.gameObject.transform.position.z);
vec2 = new Vector3(g2.gameObject.transform.position.x, g2.gameObject.transform.position.y, g2.gameObject.transform.position.z);
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
transform.Translate(Vector3.right * movementSpeed * Time.deltaTime);
swap(swapBack);
}
}
public void swap(bool back)
{
if (back)
{
g1.transform.position = vec1;
g2.transform.position = vec2;
swapBack = false;
}
else
{
g1.transform.position = vec2;
g2.transform.position = vec1;
swapBack = true;
}
}
}