The script below is one for a 3d Object but I need its functionality, but I’m having trouble converting it so that I can use it in Unity’s new 2d platform with the 2d colliders and rigidbodies this script is made for the default rigid bodies and colliders? Can anyone help!
var normalCollisionCount = 1;
var moveLimit = .5;
var collisionMoveFactor = .01;
var addHeightWhenClicked = 0.0;
var freezeRotationOnDrag = true;
var cam : Camera;
private var myRigidbody : Rigidbody;
private var myTransform : Transform;
private var canMove = false;
private var yPos : float;
private var gravitySetting : boolean;
private var freezeRotationSetting : boolean;
private var sqrMoveLimit : float;
private var collisionCount = 0;
private var camTransform : Transform;
function Start () {
myRigidbody = rigidbody;
myTransform = transform;
if (!cam) {
cam = Camera.main;
}
if (!cam) {
Debug.LogError("Can't find camera tagged MainCamera");
return;
}
camTransform = cam.transform;
sqrMoveLimit = moveLimit * moveLimit; // Since we're using sqrMagnitude, which is faster than magnitude
}
function OnMouseDown () {
canMove = true;
myTransform.Translate(Vector3.up*addHeightWhenClicked);
gravitySetting = myRigidbody.useGravity;
freezeRotationSetting = myRigidbody.freezeRotation;
myRigidbody.useGravity = false;
myRigidbody.freezeRotation = freezeRotationOnDrag;
yPos = myTransform.position.y;
}
function OnMouseUp () {
canMove = false;
myRigidbody.useGravity = gravitySetting;
myRigidbody.freezeRotation = freezeRotationSetting;
if (!myRigidbody.useGravity) {
myTransform.position.y = yPos-addHeightWhenClicked;
}
}
function OnCollisionEnter () {
collisionCount++;
}
function OnCollisionExit () {
collisionCount--;
}
function FixedUpdate () {
if (!canMove) return;
myRigidbody.velocity = Vector3.zero;
myRigidbody.angularVelocity = Vector3.zero;
myTransform.position.y = yPos;
var mousePos = Input.mousePosition;
var move = cam.ScreenToWorldPoint(Vector3(mousePos.x, mousePos.y, camTransform.position.y - myTransform.position.y)) - myTransform.position;
move.y = 0.0;
if (collisionCount > normalCollisionCount) {
move = move.normalized*collisionMoveFactor;
}
else if (move.sqrMagnitude > sqrMoveLimit) {
move = move.normalized*moveLimit;
}
myRigidbody.MovePosition(myRigidbody.position + move);
}
@script RequireComponent(Rigidbody)