int smooth = 2;
Quaternion target = Quaternion.Euler(0, 0, 0);//目标
// Dampen towards the target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth);
《《《《《《《《《《《《《《鼠标左键地形 物体移动至点击位置》》》》》》》》》》》》》
- var player:Transform;//定义一个人物的Transform
- private var endposition : Vector3;
- function Start()
- {
- endposition = player.transform.position;
- }
- function Update ()
- {
- if(Input.GetButtonUp("LeftMouse")){ //LeftMouse是在inputManager中设置的,左键值为mouse 0
- PlayerMove();
- }
- var targetposition=player.TransformPoint(Vector3(0,48.8,-30));
- transform.position=targetposition;//相机的目标位置,这两句代码的作用是让人物一直处于相机的视野下
- if(endposition != player.transform.position){
- player.position=Vector3.MoveTowards(player.position,endposition,Time.deltaTime*moveSpeed);
- }
- }
- function PlayerMove()
- {
- var cursorScreenPosition:Vector3=Input.mousePosition;//鼠标在屏幕上的位置
- var ray:Ray=Camera.main.ScreenPointToRay(cursorScreenPosition);//在鼠标所在的屏幕位置发出一条射线(暂名该射线为x射线)
- var hit:RaycastHit;
- if(Physics.Raycast(ray,hit)){
- if(hit.collider.gameObject.tag=="Terrain"){//设置地形Tag为Terrain
- endposition = hit.point;
- }
- }
- }