keep study very day!写写今天的学习收获,今天学习到了平面坐标跟世界坐标的相互转换。
using UnityEngine; using System.Collections; public class cameramove : MonoBehaviour { private Vector3 world; private float speed = 0;//物体移动的速度 // Use this for initialization void Start() { world.x = -2; world.y = 0; world.z = 6; } // Update is called once per frame void Update() { Vector2 screenpos = Camera.main.WorldToScreenPoint(transform.position);//物体的世界坐标转化成屏幕坐标 Vector3 e = Input.mousePosition;//鼠标的位置 //当点击鼠标中键时 if (Input.GetMouseButtonDown(2)) { //e.z=screenpos.z;//1.因为鼠标的屏幕 Z 坐标的默认值是0,所以需要一个z坐标 //e.z=1;//将鼠标 //摄像机要垂直于x-z平面 //world=Camera.main.ScreenToWorldPoint(e); world = new Vector3(Input.mousePosition.x/Screen.width,Input.mousePosition.y/Screen.height,106f ); Vector3 world1= Camera.main.ViewportToWorldPoint(new Vector3(world.x, world.y, 106f)); //world.x = Camera.main.ScreenToWorldPoint(Input.mousePosition).x; //world.z = Camera.main.ScreenToWorldPoint(Input.mousePosition).y; //world.y = transform.position.y; print("new x:" + world.x); print("new y:" + world.y); print("new z:" + world.z); //创建物体 //GameObject goNew = GameObject.CreatePrimitive(PrimitiveType.Sphere); //goNew.transform.position = world1; transform.LookAt(world1); } } }
==================== 迂者 丁小未 CSDN博客专栏=================
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