switch from Unity version control to git

This commit is contained in:
Leo Qu
2026-01-07 23:54:53 -05:00
commit a098ec74d9
10166 changed files with 1614580 additions and 0 deletions

66
Assets/DragMove.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragMove : MonoBehaviour
{
public float dragSpeed = 10f;
public float scrollSensitivity = 5f;
private bool isDragging = false;
private float dragDepth;
// Update is called once per frame
void Update()
{
if(Input.GetMouseButtonDown(1))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Creates ray object where a ray is sent from the camera to your mouse position
if(Physics.Raycast(ray, out RaycastHit hit) && hit.transform == transform) //Checks if ray hit this exact object and not some other object
{
// dragPlane = new Plane(Camera.main.transform.forward * -1, transform.position); //Creates invisible horizontal plane that passes through the object's current position, used to calculate where in 3D space the mouse is pointing as you drag
// if(dragPlane.Raycast(ray, out float distance)) //Calculates where the mouse ray intersects that invisible plane
// {
// offset = transform.position - ray.GetPoint(distance); //Gets the actual 3D position on the plane where the ray hit and clculates how far the objects current position is from the mouse point
// isDragging = true;
// }
isDragging = true;
dragDepth = Vector3.Distance(Camera.main.transform.position, transform.position);
}
}
if(Input.GetMouseButtonUp(1))
{
isDragging = false;
}
if(isDragging)
{
// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// // Intersect with an invisible plane that is defined by the object's current position and normal
// Plane dragPlane = new Plane(-Camera.main.transform.forward, transform.position);
// if (dragPlane.Raycast(ray, out float distance))
// {
// Vector3 hitPoint = ray.GetPoint(distance);
// Vector3 targetPosition = hitPoint + offset;
// transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSpeed);
// }
if(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
dragDepth -= scrollSensitivity * Time.deltaTime;
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
dragDepth += scrollSensitivity * Time.deltaTime;
}
dragDepth = Mathf.Clamp(dragDepth, 1f, 20f);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Vector3 targetPos = ray.origin + ray.direction * dragDepth;
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * dragSpeed);
}
}
}