首页 \ 问答 \ Unity OnMouseDrag()拖放(Unity OnMouseDrag() Drag and Drop)

Unity OnMouseDrag()拖放(Unity OnMouseDrag() Drag and Drop)

尝试将游戏对象拖放到x和y轴上。 由于某种原因,即使鼠标不移动,x,y和z的值也会随着时间的推移而变小。 任何人都可以解释为什么会这样吗?

using UnityEngine;
using System.Collections;

public class Drag : MonoBehaviour {

    Vector3 point;
    float x;
    float y;
    float z;

    void Update () {

    }

    void OnMouseDrag()
    {
        x = Input.mousePosition.x;
        y = Input.mousePosition.y;
        z = gameObject.transform.position.z;

        point = Camera.main.ScreenToWorldPoint (new Vector3 (x, y, z));
        gameObject.transform.position = point;

        Debug.Log ("x: " + point.x + "   y: " + point.y + "   z: " + point.z);
    }
}

Trying to drag and drop a game object on the x and y axis. For some reason the values of x, y, and z get smaller as time goes on even if the mouse isn't moving. Can anyone explain why this is happening?

using UnityEngine;
using System.Collections;

public class Drag : MonoBehaviour {

    Vector3 point;
    float x;
    float y;
    float z;

    void Update () {

    }

    void OnMouseDrag()
    {
        x = Input.mousePosition.x;
        y = Input.mousePosition.y;
        z = gameObject.transform.position.z;

        point = Camera.main.ScreenToWorldPoint (new Vector3 (x, y, z));
        gameObject.transform.position = point;

        Debug.Log ("x: " + point.x + "   y: " + point.y + "   z: " + point.z);
    }
}

原文:https://stackoverflow.com/questions/24682610
更新时间:2022-11-23 06:11

最满意答案

替换这段代码:

final Handler mHandler = new Handler();
 // Create runnable for posting
 final Runnable mUpdateResults = new Runnable() {
    public void run() {

        AnimateandSlideShow();              
    }
};

int delay = 1000; 

int period = 5000; 

Timer timer = new Timer();

timer.scheduleAtFixedRate(new TimerTask() {

public void run() {

     mHandler.post(mUpdateResults);
}

}, delay, period);                  

}

写下这段代码:

final Handler handler = new Handler();   
 runnable = new Runnable() {
     @Override
    public void run() {
        handler.postDelayed(runnable, 5000);
        AnimateandSlideShow();    
    }
};
handler.postDelayed(runnable, 500);
}

这将导致无延迟的开始图像,

然后你可以根据需要控制图像之间的出现时间和时间,

希望能帮助你。


Replace this piece of code :

final Handler mHandler = new Handler();
 // Create runnable for posting
 final Runnable mUpdateResults = new Runnable() {
    public void run() {

        AnimateandSlideShow();              
    }
};

int delay = 1000; 

int period = 5000; 

Timer timer = new Timer();

timer.scheduleAtFixedRate(new TimerTask() {

public void run() {

     mHandler.post(mUpdateResults);
}

}, delay, period);                  

}

Write instead this code :

final Handler handler = new Handler();   
 runnable = new Runnable() {
     @Override
    public void run() {
        handler.postDelayed(runnable, 5000);
        AnimateandSlideShow();    
    }
};
handler.postDelayed(runnable, 500);
}

This will lead to start image without delay ,

then you can control the appearance time and the time in between image as you want,

Hope help you .

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