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public class CameraController : MonoBehaviour
{
public Vector3 CameraPosition;
Camera _this;
void Start()
{
_this = gameObject.GetComponent<Camera>();
CameraPosition = _this.transform.position;
}
void Update()
{
getMousePos();
}
void getMousePos()
{
Vector3 mousePos = Input.mousePosition;
bool mouseInside = (mousePos.x >= 0) &&
(mousePos.x < Screen.width) &&
(mousePos.y >= 0) &&
(mousePos.y < Screen.height);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
if (Input.GetMouseButtonDown(0) && mouseInside)
{
//print("Input.mousePosition: " + Input.mousePosition);
//print("Input.mousePosition world to viewport: " + Camera.main.WorldToViewportPoint(Input.mousePosition));
//print("Input.mousePosition world to screen: " + Camera.main.WorldToScreenPoint(Input.mousePosition));
//print("Input.mousePosition Viewport To Screen: " + Camera.main.ViewportToScreenPoint(Input.mousePosition));
//print("Input.mousePosition Viewport To World: " + Camera.main.ViewportToWorldPoint(Input.mousePosition));
//print("Input.mousePosition Screen To Viewport " + Camera.main.ScreenToViewportPoint(Input.mousePosition));
print("Input.mousePosition Screen To World: " + worldPos);
// 移动窗口视角
moveCamera(mousePos);
}
}
void moveCamera(Vector3 mousePos)
{
mousePos.z = -1;
_this.transform.position = mousePos;
}
}
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