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The unity of how to implement a toward the mouse position to launch a script of a rigid body
Time:09-27
To design a similar to the artillery Idea is shells in the gun barrel mouth first, and then let the shell to produce a force in the direction of the point just now, Main problems in, don't know how to put the location of the mouse messages to the point when there is no shells
CodePudding user response:
EventSystem components can give you the mouse position and release information such as the next point
CodePudding user response:
Train of thought to solve the problem are as follows: First of all, don't need to know shells didn't appear, just need to know you want to the starting position of the shells: 2. The location of the gun barrel: gun. The transform. The position
The location of the mouse access: Input mousePosition (screen 2 d coordinates)
"The mouse position information to the point when there is no shell body", this process is actually the default shell if fired from the starting position to the target position (the cursor position) process: The function Update () { //detection of mouse {if (Input. GetButtonDown ()) Ray mouseray=Camera. Main. ScreenPointToRay (Input. MousePosition);//generated starting point is the camera with the mouse click on the location of the ray //Instantiate (to generate a prefabricated object, the location of the generated, to generate the object's rotation Angle) Gameobject bullet=Instantiate (bulletPrefab, gnu. The transform. The position, Quaternion. Identity); Bullet. Rigidbody. AddForce (mouseRay. * the force direction);//to shell a force in the direction of the mouse } }