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;
        }
    }
}
   

DragRigidbody2D,古老的榕树,5-wow.com

郑重声明:本站内容如果来自互联网及其他传播媒体,其版权均属原媒体及文章作者所有。转载目的在于传递更多信息及用于网络分享,并不代表本站赞同其观点和对其真实性负责,也不构成任何其他建议。