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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