using System;
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using System.Collections;
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using UnityEngine;
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namespace UnityStandardAssets.Utility
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{
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public class DragRigidbody : MonoBehaviour
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{
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const float k_Spring = 50.0f;
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const float k_Damper = 5.0f;
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const float k_Drag = 10.0f;
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const float k_AngularDrag = 5.0f;
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const float k_Distance = 0.2f;
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const bool k_AttachToCenterOfMass = false;
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private SpringJoint m_SpringJoint;
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private void Update()
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{
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// Make sure the user pressed the mouse down
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if (!Input.GetMouseButtonDown(0))
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{
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return;
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}
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var mainCamera = FindCamera();
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// We need to actually hit an object
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RaycastHit hit = new RaycastHit();
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if (
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!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin,
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mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100,
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Physics.DefaultRaycastLayers))
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{
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return;
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}
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// We need to hit a rigidbody that is not kinematic
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if (!hit.rigidbody || hit.rigidbody.isKinematic)
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{
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return;
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}
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if (!m_SpringJoint)
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{
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var go = new GameObject("Rigidbody dragger");
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Rigidbody body = go.AddComponent<Rigidbody>();
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m_SpringJoint = go.AddComponent<SpringJoint>();
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body.isKinematic = true;
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}
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m_SpringJoint.transform.position = hit.point;
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m_SpringJoint.anchor = Vector3.zero;
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m_SpringJoint.spring = k_Spring;
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m_SpringJoint.damper = k_Damper;
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m_SpringJoint.maxDistance = k_Distance;
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m_SpringJoint.connectedBody = hit.rigidbody;
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StartCoroutine("DragObject", hit.distance);
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}
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private IEnumerator DragObject(float distance)
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{
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var oldDrag = m_SpringJoint.connectedBody.drag;
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var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag;
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m_SpringJoint.connectedBody.drag = k_Drag;
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m_SpringJoint.connectedBody.angularDrag = k_AngularDrag;
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var mainCamera = FindCamera();
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while (Input.GetMouseButton(0))
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{
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var ray = mainCamera.ScreenPointToRay(Input.mousePosition);
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m_SpringJoint.transform.position = ray.GetPoint(distance);
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yield return null;
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}
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if (m_SpringJoint.connectedBody)
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{
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m_SpringJoint.connectedBody.drag = oldDrag;
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m_SpringJoint.connectedBody.angularDrag = oldAngularDrag;
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m_SpringJoint.connectedBody = null;
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}
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}
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private Camera FindCamera()
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{
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if (GetComponent<Camera>())
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{
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return GetComponent<Camera>();
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}
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return Camera.main;
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}
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}
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}
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