鼠标点击来控制物体移动

挂载在物体上,需要给地形添加Terrain标签

using UnityEngine;
using System.Collections;

public class dfdfdfdf : MonoBehaviour
{

    //目标点坐标
    private Vector3 mTargetPos;
    public float speed=5f;
    void Start()
    {

    }

    void Update()
    {
        //按下鼠标右键时
        if (Input.GetMouseButton(1))
        {
            //获取屏幕坐标
            Vector3 mScreenPos = Input.mousePosition;
            //定义射线
            Ray mRay = Camera.main.ScreenPointToRay(mScreenPos);
            RaycastHit mHit;
            //判断射线是否击中地面
            if (Physics.Raycast(mRay, out mHit))
            {
                if (mHit.collider.gameObject.tag == "Terrain")
                {
                    //获取目标坐标
                    mTargetPos = mHit.point;
                    //让主角面朝目标坐标并向目标移动
                    transform.LookAt(mTargetPos);
                    //播放奔跑动画
                    //transform.gameObject.GetComponent<Animation>().Play("run");
                    transform.Translate(Vector3.forward * speed*Time.deltaTime);
                }
            }
        }
        //松开鼠标右键时
        //if (Input.GetMouseButtonUp(1))
        //{
        //    transform.gameObject.GetComponent<Animation>().Play("idle");
        //}
    }
}

第二种方法,移动到鼠标点击位置

挂载在物体上,需要给地面添加Plane标签

using UnityEngine;
using System.Collections;

public class dfdfdfdf : MonoBehaviour
{
        Ray ray;
        RaycastHit hit;
        bool state = false;
        public float moveSpeed;
        // Use this for initialization
        void Start()
        {

        }
        // Update is called once per frame
        void Update()
        {
            if (Input.GetMouseButtonDown(0))
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out hit))
                {
                    if (hit.collider.tag == "Plane")
                    {
                        state = true;
                    }
                }
            }
            if (state)
            {
                transform.forward = Vector3.Lerp(transform.forward, hit.point - transform.forward, Time.deltaTime);
                transform.position = Vector3.MoveTowards(transform.position, hit.point, Time.deltaTime * moveSpeed);
            }
        }
}

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转载自blog.csdn.net/luxifa1/article/details/82460967