提问者:小点点

光标和鼠标位置对齐


我正在尝试突出显示由鼠标悬停的瓷砖。这是我的代码:

void Update ()
{
    Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

    RaycastHit hit;
    if (Physics.Raycast(ray, out hit))
    {
        Vector3 point = hit.point;
        Vector2Int gridPoint = Geometry.GridFromPoint(point);

        tileHighlight.SetActive(true);
        tileHighlight.transform.position = Geometry.PointFromGrid(gridPoint);
        if (Input.GetMouseButtonDown(0))
        {
          // ... 

编辑:

public class Geometry
{
    static public Vector3 PointFromGrid(Vector2Int gridPoint)
    {
        float x = -3.5f + 1.0f * gridPoint.x;
        float z = -3.5f + 1.0f * gridPoint.y;
        return new Vector3(x, 0, z);
    }

    static public Vector2Int GridPoint(int col, int row)
    {
        return new Vector2Int(col, row);
    }

    static public Vector2Int GridFromPoint(Vector3 point)
    {
        int col = Mathf.FloorToInt(4.0f + point.x);
        int row = Mathf.FloorToInt(4.0f + point.z);
        return new Vector2Int(col, row);
    }
}

光标对象不在鼠标下面,我如何修复和对齐它?


共1个答案

匿名用户

您要将它转换为网格点,然后从网格转换为点。我们也没有看到您的转换代码。

我建议尝试这样做,至少在调试时是这样:

tileHighlight.SetActive(true);
tileHighlight.transform.position = hit.point;

编辑:

我假设你的网格是缩放的,所以它不适合计算的位置。您可以尝试以下代码:

public int grid_scale = 2; // play with this in the inspector


Vector3 snapped = Vector3.zero;
snapped.x = Mathf.Round(hit.point.x / grid_scale) * grid_scale;
snapped.z = Mathf.Round(hit.point.z / grid_scale) * grid_scale;

您可能需要添加一个偏移量来使它以瓷砖为中心。