Unity3d中使用鼠標拖動物體移動

參考網友的js寫法:

//unity3d用鼠標拖動物體的一段代碼
 var mouseOverColor = Color.blue;//聲明變量爲藍色
 private var originalColor:Color;//聲明變量來存儲本來顏色

    function Start()
    {
        originalColor = renderer.sharedMaterial.color;//開始時得到物體着色
    }

    function OnMouseEnter()
    {
        renderer.material.color = mouseOverColor;//當鼠標滑過時改變物體顏色爲藍色
    }

    function OnMouseExit()
    {
        renderer.material.color = originalColor;//當鼠標滑出時恢復物體本來顏色
    }

    function OnMouseDown()
    {
        var screenSpace = Camera.main.WorldToScreenPoint(transform.position);//三維物體座標轉屏幕座標
        //將鼠標屏幕座標轉爲三維座標,再計算物體位置與鼠標之間的距離
        var offset = transform.position - Camera.main.ScreenToWorldPoint(Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
        print("down");
        while (Input.GetMouseButton(0))
        {
            var curScreenSpace =Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
            var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
            transform.position = curPosition; 
            yield;           
        }
    }

自己仿寫的C#寫法:
public class MouseMove : MonoBehaviour
{
    //鼠標經過時改變物體顏色
    private Color mouseOverColor = Color.blue;//聲明變量爲藍色
    private Color originalColor;//聲明變量來存儲本來顏色

    void Start()
    {
        originalColor = renderer.sharedMaterial.color;//開始時得到物體着色
    }

    void OnMouseEnter()
    {
        renderer.material.color = mouseOverColor;//當鼠標滑過時改變物體顏色爲藍色
    }

    void OnMouseExit()
    {
        renderer.material.color = originalColor;//當鼠標滑出時恢復物體本來顏色
    }

    IEnumerator OnMouseDown()
    {
        Vector3 screenSpace = Camera.main.WorldToScreenPoint(transform.position);//三維物體座標轉屏幕座標
        //將鼠標屏幕座標轉爲三維座標,再計算物體位置與鼠標之間的距離
        var offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
        print("down");
        while (Input.GetMouseButton(0))
        {
            Vector3 curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
            var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
            transform.position = curPosition;
            yield return new WaitForFixedUpdate();
        }
    }
}
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