【Unity】 鼠标拖动物体移动速率跟不上鼠标,会掉落
错误树模:一开始把移动的代码写到update里去了,发现物体老是掉(总之移动非常不流通,体验感很差)
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
{
if (Input.GetMouseButton(0))
{
hit.transform.position=ScreenToWorldPos(Input.mousePosition);
}
}
}
public Vector3 ScreenToWorldPos(Vector3 screenPosition)
{
Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
float depth = targetScreenPos.z;
screenPosition.z = depth;
Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
return worldPosition;
}
修改:
把移动的代码改到协程里更新就能流通移动了
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, LayerMask.GetMask("Interactables")))
{
if (Input.GetMouseButtonDown(0))
{
StartCoroutine(Move(hit.collider.transform));
}
}
}
IEnumerator Move(Transform hitobj)
{
while (true)
{
if (Input.GetMouseButton(0) )
{
Vector3 targetPosition = ScreenToWorldPos(Input.mousePosition);
hitobj.position = targetPosition;
}
yield return null;
}
}
public Vector3 ScreenToWorldPos(Vector3 screenPosition)
{
Vector3 targetScreenPos = Camera.main.WorldToScreenPoint(depthReference.position);
float depth = targetScreenPos.z;
screenPosition.z = depth;
Vector3 worldPosition = Camera.main.ScreenToWorldPoint(screenPosition);
return worldPosition;
}
问了一下gpt大概是这个原理,说白了就是鼠标输入不是逐帧更新的,它不绝在更新,update执行速率跟不上,协程的执行速率跟得上(但是我照旧没明白为啥协程比update快,就算update重新启动,可是执行的代码都是一样的,要么就是因为update每次都要重新举行射线检测拖慢了速率吧)
https://i-blog.csdnimg.cn/direct/df6dd82ea6664b9e8cf07f776a2b5669.png
https://i-blog.csdnimg.cn/direct/41c5cc55d9e5406c907c5945574c35c5.png
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