Reputation: 147
I am using the script below to drag a game object up/down and left/right within a fixed areas and this works well on the editor and also for mobile swiping but for some reason I cannot seem to slow it down using a speed variable. Any idea how I can do this? I want to be able to control the speed at which the object can be dragged.
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public float maxXValue = 9f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (GameManager.instance.gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
transform.position = worldPos;
}
}
Upvotes: 1
Views: 108
Reputation: 1601
You can take a speed variable and Lerp transform.position. Changing the speed variable will change drag speed. Like this:
using UnityEngine;
using System.Collections;
public class drag : MonoBehaviour {
public bool gameStart = false;
public float maxXValue = 9f;
public float speed = 1.0f;
Vector3 dist;
float posX;
float posY;
void OnMouseDown(){
dist = Camera.main.WorldToScreenPoint(transform.position);
posX = Input.mousePosition.x - dist.x;
posY = Input.mousePosition.y - dist.y;
}
void OnMouseDrag(){
Vector3 curPos = new Vector3(Input.mousePosition.x - posX, Input.mousePosition.y - posY, dist.z);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(curPos);
if (gameStart == false) {
worldPos.x = Mathf.Clamp (worldPos.x, -5f, 5f);
worldPos.y = Mathf.Clamp (worldPos.y, -13.2f, -13.2f);
} else {
worldPos.x = Mathf.Clamp (worldPos.x, -maxXValue, maxXValue);
worldPos.y = Mathf.Clamp (worldPos.y, -17.2f, -13.2f);
}
//transform.position = worldPos;
transform.position = Vector3.Lerp(transform.position,worldPos,speed*Time.deltaTime);
}
}
Upvotes: 1