DragRigidbody2D
using UnityEngine; using System.Collections; //This script allows to drag rigidbody2D elements on the scene with orthographic camera //Attach this script to your camera public class DragRigidbody2D : MonoBehaviour { public float Damper = 5f; public float Frequency = 3; public float Drag = 10f; public float AngularDrag = 5f; private SpringJoint2D _springJoint; private Camera _camera; private RaycastHit2D _rayHit; void Start () { _camera = gameObject.GetComponent<Camera>(); } void Update () { if (!Input.GetMouseButtonDown(0)) return; //Looking for any collider2D under mouse position _rayHit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (_rayHit.collider == null) return; if (!_rayHit.collider.rigidbody2D || _rayHit.collider.rigidbody2D.isKinematic) return; if (!_springJoint) { //Create spring joint GameObject go = new GameObject("[Rigidbody2D_dragger]"); Rigidbody2D body = go.AddComponent<Rigidbody2D>(); _springJoint = go.AddComponent<SpringJoint2D>(); body.isKinematic = true; } _springJoint.transform.position = _rayHit.point; _springJoint.anchor = Vector2.zero; //Apply parameters to spring joint _springJoint.frequency = Frequency; _springJoint.dampingRatio = Damper; _springJoint.distance = 0; _springJoint.connectedBody = _rayHit.collider.rigidbody2D; StartCoroutine("DragObject"); } IEnumerator DragObject() { var oldDrag = _springJoint.connectedBody.drag; var oldAngDrag = _springJoint.connectedBody.angularDrag; _springJoint.connectedBody.drag = Drag; _springJoint.connectedBody.angularDrag = AngularDrag; while (Input.GetMouseButton(0)) { Vector2 newPos = _camera.ScreenToWorldPoint(Input.mousePosition); _springJoint.transform.position = new Vector2(newPos.x, newPos.y); yield return new WaitForSeconds(0.1f); } if (_springJoint.connectedBody) { _springJoint.connectedBody.drag = oldDrag; _springJoint.connectedBody.angularDrag = oldAngDrag; _springJoint.connectedBody = null; } } }
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