move.cs 4.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. /// <summary>
  5. /// 拼图控制
  6. /// </summary>
  7. public class move : MonoBehaviour
  8. {
  9. //执行此选择
  10. bool isSelected;
  11. float distanceRay; //定位点击时计算
  12. GameObject piece; //分配点击时,将移动。
  13. Transform[] piecesMove;
  14. //[HideInInspector]
  15. //public float positionZ = -0.001f;
  16. [HideInInspector]
  17. public bool puzzlePlaying;
  18. Vector3 offset;
  19. GameObject lightC;
  20. public float positionX = 0f;
  21. public float positionY = 0f;
  22. public float positionZ = 0f;
  23. Vector3 positionL;
  24. //数字资源整合
  25. [Header("SFX")]
  26. public AudioSource clickSFX;
  27. public GameObject menu;
  28. public bool acitve = true;
  29. private void Start()
  30. {
  31. }
  32. void Update()
  33. {
  34. //鼠标信息
  35. //按下鼠标
  36. if (Input.GetMouseButtonDown(0))
  37. {
  38. TouchClick();
  39. }
  40. //移动鼠标
  41. if (isSelected)
  42. {
  43. MovePiece();
  44. }
  45. //释放鼠标
  46. if (Input.GetMouseButtonUp(0))
  47. {
  48. FreePiece();
  49. }
  50. }
  51. /// <summary>
  52. /// 定位点击点
  53. /// </summary>
  54. void TouchClick()
  55. {
  56. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //从相机到点的触控点
  57. RaycastHit hit;
  58. if (Physics.Raycast(ray, out hit))
  59. { //接收触控,如果有击中目标
  60. //print(hit.collider.gameObject.name);
  61. if (hit.collider.gameObject.tag == "shui")
  62. {
  63. distanceRay = hit.distance;
  64. piece = hit.collider.gameObject;
  65. offset = hit.point - hit.collider.gameObject.transform.position;
  66. isSelected = true;
  67. }
  68. else if (hit.collider.gameObject.transform.parent && hit.collider.gameObject.transform.parent.name == "GrupoPiezas")
  69. {
  70. distanceRay = hit.distance;
  71. piece = hit.collider.gameObject.transform.parent.gameObject;
  72. offset = hit.point - hit.collider.gameObject.transform.parent.position;
  73. isSelected = true;
  74. }
  75. else
  76. {
  77. isSelected = false;
  78. }
  79. }
  80. }
  81. /// <summary>
  82. /// 移动碎片(每帧调用)
  83. /// </summary>
  84. void MovePiece()
  85. {
  86. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
  87. Vector3 limitRay = ray.GetPoint(distanceRay);
  88. limitRay = new Vector3(limitRay.x, limitRay.y, limitRay.z);
  89. piece.transform.position = limitRay - offset;
  90. }
  91. /// <summary>
  92. /// 释放碎片
  93. /// </summary>
  94. void FreePiece()
  95. {
  96. if (isSelected) {
  97. lightC = GameObject.Find("light");
  98. positionL = lightC.transform.position;
  99. positionX = lightC.transform.position.x;
  100. positionY = lightC.transform.position.y;
  101. positionZ = lightC.transform.position.z;
  102. //piece.transform.position = new Vector3(piece.transform.position.x, piece.transform.position.y, piece.transform.position.z);
  103. if (piece.name == "ai") {
  104. if (
  105. (positionX - piece.transform.position.x < 0.5f && positionX - piece.transform.position.x > -0.5f) &&
  106. (positionY - piece.transform.position.y < -0.5f && positionY - piece.transform.position.y > -1.5f) &&
  107. (positionZ - piece.transform.position.z < 0.65f && positionZ - piece.transform.position.z > -0.35f)
  108. )
  109. {
  110. piece.transform.SetParent(lightC.transform.parent);
  111. piece.transform.position = new Vector3(positionX, positionY + 1.05f, positionZ - 0.15f);
  112. clickSFX.Play();
  113. piece.tag = piece.name;
  114. }
  115. }
  116. if (piece.name == "screan")
  117. {
  118. if (
  119. (positionX - piece.transform.position.x < 0.5f && positionX - piece.transform.position.x > -0.5f) &&
  120. (positionY - piece.transform.position.y < -0.5f && positionY - piece.transform.position.y > -1.5f) &&
  121. (positionZ - piece.transform.position.z < 0.35f && positionZ - piece.transform.position.z > -0.65f)
  122. )
  123. {
  124. piece.transform.SetParent(lightC.transform.parent);
  125. piece.transform.position = new Vector3(positionX, positionY + 1.05f, positionZ + 0.15f);
  126. clickSFX.Play();
  127. piece.tag = piece.name;
  128. }
  129. }
  130. if (piece.name == "tou")
  131. {
  132. if (
  133. (positionX - piece.transform.position.x < 0.5f && positionX - piece.transform.position.x > -0.5f) &&
  134. (positionY - piece.transform.position.y < 2.3f && positionY - piece.transform.position.y > 1.3f) &&
  135. (positionZ - piece.transform.position.z < 0.6f && positionZ - piece.transform.position.z > -0.4f)
  136. )
  137. {
  138. piece.transform.SetParent(lightC.transform.parent);
  139. piece.transform.position = new Vector3(positionX, positionY - 1.8f, positionZ - 0.005f);
  140. clickSFX.Play();
  141. piece.tag = piece.name;
  142. }
  143. }
  144. //print(lightC.transform.parent.childCount);
  145. if (lightC.transform.parent.childCount == 4 && acitve)
  146. {
  147. //Instantiate(menu, GameObject.FindGameObjectWithTag("UI").transform);
  148. acitve = false;
  149. }
  150. else {
  151. acitve = true;
  152. }
  153. isSelected = false;
  154. }
  155. }
  156. }