using UnityEngine;
using System.Collections;
public class mouse : MonoBehaviour {
//private Vector3 lasePos;
private Vector3 offSet;
private Vector3 ScreenSpace;
//1.
void OnMouseDown()
{
ScreenSpace = Camera.main.WorldToScreenPoint(transform.position);
offSet = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
//lasePos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
print("down");
}
//2.
void OnMouseUp()
{
print("up");
}
//3.
void OnMouseDrag()
{
Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z);
Vector3 CurPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offSet;
transform.position = CurPosition;
//Vector3 curPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, ScreenSpace.z));
//Vector3 gapPos = curPos - lasePos;
//transform.position = transform.position + gapPos;
//lasePos = curPos;
print("drag");
}
//4.当鼠标移动到内部时
void OnMouseEnter()
{
print("enter");
}
//5.当鼠标离开内部时
void OnMouseExit()
{
print("exit");
}
//6.当鼠标持续停留在内部时
void OnMouseOver()
{
print("over");
}
//7.鼠标停留在内部释放时调用
void OnMouseUpAsButton()
{
print("upAsButton");
}
}
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