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Unity : Moving object by drag : constant speed, deceleration, and acceleration and deceleration
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using UnityEngine; | |
using System.Collections; | |
public class CarControllerTouch : MonoBehaviour | |
{ | |
float speed = 10f; | |
Vector3 destination; | |
float rotSpeed = 10; | |
public float smoothTime = 0.3F; | |
private Vector3 velocity = Vector3.zero; | |
void Start() | |
{ | |
destination = transform.position; | |
} | |
void Update() | |
{ | |
if (Input.touchCount > 0) | |
{ | |
Touch touch = Input.GetTouch(0); | |
Ray ray = Camera.main.ScreenPointToRay(touch.position); | |
Debug.DrawRay(ray.origin, ray.direction * 100, Color.green); | |
RaycastHit hit; | |
if (Physics.Raycast(ray, out hit, 100)) | |
{ | |
destination = hit.point; | |
} | |
} | |
destination.y = transform.position.y; | |
//transform.position= Vector3.MoveTowards(transform.position, destination, speed*Time.deltaTime); | |
//transform.position = Vector3.Lerp(transform.position, destination, speed / 5 * Time.deltaTime); | |
transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, smoothTime); | |
//transform.LookAt (destination); | |
Vector3 lookVector = destination - transform.position; | |
if (lookVector != Vector3.zero) | |
{ | |
Quaternion targetRot = Quaternion.LookRotation(lookVector); | |
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, rotSpeed * Time.deltaTime); | |
} | |
} | |
} | |
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