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input.mousEposition

以下程序 code snippet: void Update(){ if(Input.GetMouseDown(0)){ // 当按下话说左键 Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition)...

呵呵,刚开始我也这么认为的

得到的效果是一样的, Input.mousePosition直接返回一个Vector3的值,方法一相当于把 Input.mousePosition拆开了,然后又组装回去

#pragma strict var cameras : GameObject; var speed : float = 0.1; function Update () { if(Input.mousePosition.x>=Screen.width){ cameras....

Vector3 Pos = Camera.main.WorldToScreenPoint(transform.position); // 设置...Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition....

Ray ray = Camera.main.ScreenPointToRay(Input.mouseposition); mouseposition大写 mousePosition

Vector3 mScreenPosition=new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenPosition.z); //获得鼠标和对象之间的偏移量,拖拽时相机应该保持不...

if(Input.mousePosition.x>=Screen.width){cameras.transform.position.x += speed;}if(Input.mousePosition.x

if(Input.mousePosition.x>=Screen.width){cameras.transform.position.x += speed;}if(Input.mousePosition.x

if (Input.GetMouseButtonDown(0)) { pos1 = Input.mousePosition; } if (Input.GetMouseButtonUp(0)) { pos2 = Input.mousePosition; isReady = true; }...

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