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Throwing dice with the mouse
I'm trying to create a pick and throw action for dice with the mouse. The idea is clicking on a die lifts the dice in the air. The die could be placed back down but a swipe and a release should throw the die and have it roll. I've been working with a 6-sided and a 20-sided. So far the lift portion works fine. I can click a die, it hovers in the air and I can release it and it drops back to the surface. What I need help with and what it isn't doing is:
Properly throwing. The throwing direction is wrong. Sometimes it looks like its throwing in the right direction and other times its throwing in the air or in an opposite direction.
I would really appreciate some help on this. I've read so many variations on this technique and tried so many things that I have completely confused myself and need to reach out for some assistance. Thanks for any help!
using UnityEngine; using System.Collections;
public class MouseDrag : MonoBehaviour {
private Vector3 objectPosition = Vector3.zero;
public enum State { None, Dragging, Throwing };
public State status = State.None;
public float h;
public float v;
public Vector3 velocity;
public Vector3 lastPosition;
void OnMouseDrag() {
status |= State.Dragging;
gameObject.layer = gameObject.layer | LayerMask.NameToLayer("Drag Layer");
}
void OnCollisionEnter(Collision col) {
}
void OnMouseUp() {
status |= State.Throwing;
status ^= State.Dragging;
gameObject.layer = gameObject.layer ^ LayerMask.NameToLayer("Drag Layer");
}
// Use this for initialization
void Start () {
}
void FixedUpdate() {
h = Input.GetAxis("Mouse X") * 50f * Time.deltaTime;
v = Input.GetAxis("Mouse Y") * 50f * Time.deltaTime;
Rigidbody rb = GetComponent<Rigidbody>();
velocity = rb.velocity;
if (status == State.Dragging) {
rb.AddTorque(transform.up * h, ForceMode.Impulse);
rb.AddTorque(transform.right * v, ForceMode.Impulse);
rb.useGravity = false;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100, ~(1 << LayerMask.NameToLayer("Drag Layer")))) {
objectPosition = new Vector3(hit.point.x, hit.point.y + .09f, hit.point.z);
rb.MovePosition(objectPosition);
}
}
if (status == State.Throwing) {
status ^= State.Throwing;
rb.useGravity = true;
Vector3 endPos = transform.position;
Vector3 force = -(endPos - lastPosition);
//force.z = force.magnitude;
force.Normalize();
rb.AddForce(force, ForceMode.Impulse);
rb.AddTorque(transform.up * h, ForceMode.Impulse);
rb.AddTorque(transform.right * v, ForceMode.Impulse);
}
lastPosition = transform.position;
}
// Update is called once per frame
void Update() {
}
}
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