约束 X 和 Y 可拖动区域
Constraining X and Y Draggable Area
我正在尝试限制屏幕上某个对象的可拖动区域,但我的代码中出现了一些错误 - 我现在尽量保持简单,只需重置最大 x 或 y如果对象被拖到这些限制之外,但我仍然没有取得任何成功。我真的需要一些帮助来理解如何做到这一点。
float maxDragX = 1000;
float maxDragY = 700;
Vector3 mousePosition = new Vector3(eventData.position.x, eventData.position.y, distance);
transform.position = mousePosition; // set object coordinates to mouse coordinates
if(transform.parent.gameObject == partsPanel)
{
transform.SetParent(dragLayer.transform); // pop object to draglayer to move object out of partsPanel
}
if(transform.parent.gameObject == buildBoard)
{
// Constrain drag to boundaries of buildBoard Code
if(transform.position.x >= maxDragX)
transform.position.x = new Vector3(maxDragX, mousePosition.y, distance);
if(transform.position.y >= maxDragY)
transform.position.y = new Vector3(mousePosition.x, maxDragY, distance);
}
您正在尝试将 Vector3
分配给 float
这里
transform.position.x = new Vector3(maxDragX, mousePosition.y, distance);
这里
transform.position.y = new Vector3(mousePosition.x, maxDragY, distance);
您不能为 position.x 或 position.y 设置向量,它们只是浮动的。
你必须完全改变立场
float maxDragX = 1000;
float maxDragY = 700;
Vector3 mousePosition = new Vector3(eventData.position.x, eventData.position.y, distance);
transform.position = mousePosition; // set object coordinates to mouse coordinates
if(transform.parent.gameObject == partsPanel)
{
transform.SetParent(dragLayer.transform); // pop object to draglayer to move object out of partsPanel
}
if(transform.parent.gameObject == buildBoard)
{
// Constrain drag to boundaries of buildBoard Code
if(transform.position.x >= maxDragX)
transform.position = new Vector3(maxDragX, mousePosition.y, distance);
if(transform.position.y >= maxDragY)
transform.position = new Vector3(mousePosition.x, maxDragY, distance);
}
我正在尝试限制屏幕上某个对象的可拖动区域,但我的代码中出现了一些错误 - 我现在尽量保持简单,只需重置最大 x 或 y如果对象被拖到这些限制之外,但我仍然没有取得任何成功。我真的需要一些帮助来理解如何做到这一点。
float maxDragX = 1000;
float maxDragY = 700;
Vector3 mousePosition = new Vector3(eventData.position.x, eventData.position.y, distance);
transform.position = mousePosition; // set object coordinates to mouse coordinates
if(transform.parent.gameObject == partsPanel)
{
transform.SetParent(dragLayer.transform); // pop object to draglayer to move object out of partsPanel
}
if(transform.parent.gameObject == buildBoard)
{
// Constrain drag to boundaries of buildBoard Code
if(transform.position.x >= maxDragX)
transform.position.x = new Vector3(maxDragX, mousePosition.y, distance);
if(transform.position.y >= maxDragY)
transform.position.y = new Vector3(mousePosition.x, maxDragY, distance);
}
您正在尝试将 Vector3
分配给 float
这里
transform.position.x = new Vector3(maxDragX, mousePosition.y, distance);
这里
transform.position.y = new Vector3(mousePosition.x, maxDragY, distance);
您不能为 position.x 或 position.y 设置向量,它们只是浮动的。 你必须完全改变立场
float maxDragX = 1000;
float maxDragY = 700;
Vector3 mousePosition = new Vector3(eventData.position.x, eventData.position.y, distance);
transform.position = mousePosition; // set object coordinates to mouse coordinates
if(transform.parent.gameObject == partsPanel)
{
transform.SetParent(dragLayer.transform); // pop object to draglayer to move object out of partsPanel
}
if(transform.parent.gameObject == buildBoard)
{
// Constrain drag to boundaries of buildBoard Code
if(transform.position.x >= maxDragX)
transform.position = new Vector3(maxDragX, mousePosition.y, distance);
if(transform.position.y >= maxDragY)
transform.position = new Vector3(mousePosition.x, maxDragY, distance);
}