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Question by abers1997 · Aug 27, 2017 at 01:41 AM · movementtransformpositiononmousedown

How to move gameObject along a Vector3 with OnMouseDrag()?

I've been stuck on this for months.

I followed a good tutorial to make a rail system where the object moves along either a Linear path or Catmull path and it works great. All that's left to do is to have OnMouseDrag() move the gameObject on Vector3 LinearPosition and/or on Vector3 CatMullPosition but I've had no luck achieving this.

This is the target concept: alt text

Here are both scripts I'm working with:

Rail script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 public enum PlayMode
 {
     Linear,
     Catmull,
 }
 
 [ExecuteInEditMode]
 public class Rail : MonoBehaviour {
     #if UNITY_EDITOR
     public Transform[] nodes;
 
     private void Start()
     {
         nodes = GetComponentsInChildren<Transform>();
     }
 
     public Vector3 PositionOnRail(int seg, float ratio, PlayMode mode)
     {
         switch(mode)
         {
             default:
             case PlayMode.Linear:
                 return LinearPosition(seg, ratio);
             case PlayMode.Catmull:
                 return CatmullPosition(seg, ratio);
                 
         }
     }
 
     public Vector3 LinearPosition(int seg, float ratio)
     {
         Vector3 p1 = nodes[seg].position;
         Vector3 p2 = nodes[seg + 1].position;
 
         return Vector3.Lerp(p1, p2, ratio);
     }
 
     public Vector3 CatmullPosition(int seg, float ratio)
     {
         Vector3 p1, p2, p3, p4;
 
         if (seg == 0)
         {
             p1 = nodes[seg].position;
             p2 = p1;
             p3 = nodes[seg + 1].position;
             p4 = nodes[seg + 2].position;
         }
         else if (seg == nodes.Length - 2)
         {
             p1 = nodes[seg - 1].position;
             p2 = nodes[seg].position;
             p3 = nodes[seg + 1].position;
             p4 = p3;
         }
         else
         {
             p1 = nodes[seg - 1].position;
             p2 = nodes[seg].position;
             p3 = nodes[seg + 1].position;
             p4 = nodes[seg + 2].position;
         }
 
         float t2 = ratio * ratio;
         float t3 = t2 * ratio;
 
         float x = 
             0.5f * ((2.0f * p2.x)
             + (-p1.x + p3.x) * ratio 
             + (2.0f * p1.x - 5.0f * p2.x + 4 * p3.x - p4.x)
             * t2 + (-p1.x + 3.0f * p2.x - 3.0f * p3.x + p4.x)
             * t3);
 
         float y = 
             0.5f * ((2.0f * p2.y)
             + (-p1.y + p3.y) * ratio 
             + (2.0f * p1.y - 5.0f * p2.y + 4 * p3.y - p4.y)
             * t2 + (-p1.y + 3.0f * p2.y - 3.0f * p3.y + p4.y)
             * t3);
         
         float z = 
             0.5f * ((2.0f * p2.z)
             + (-p1.z + p3.z) * ratio 
             + (2.0f * p1.z - 5.0f * p2.z + 4 * p3.z - p4.z)
             * t2 + (-p1.z + 3.0f * p2.z - 3.0f * p3.z + p4.z)
             * t3);
 
         return new Vector3(x, y, z);
     }
 
     public Quaternion Orientation(int seg, float ratio)
     {
         Quaternion q1 = nodes[seg].rotation;
         Quaternion q2 = nodes[seg + 1].rotation;
 
         return Quaternion.Lerp(q1, q2, ratio);
     }
 
     private void OnDrawGizmos()
     {
         for (int i = 0; i < nodes.Length - 1; i++)
         {
             Handles.DrawDottedLine(nodes[i].position, nodes[i + 1].position, 3.0f);
         }
     }
     #endif
 }

Mover script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Mover : MonoBehaviour {
 
     public Rail rail;
     public PlayMode mode;
 
     public float speed = 2.5f;
     public bool isReversed;
     public bool isLooping;
     public bool pingPong;
 
     private int currentSeg;
     private float transition;
     private bool isCompleted;
 
     private void Update()
     {
         if (!rail)
         {
             return;
         }
         if (!isCompleted)
         {
             Play(!isReversed);
         }
     }
 
     private void Play(bool forward = true)
     {
         float m = (rail.nodes[currentSeg + 1].position - rail.nodes
 
 [currentSeg].position).magnitude;
         float s = (Time.deltaTime * 1 / m) * speed;             
         transition += (forward) ? s : -s;
 
         if (transition > 1)
         {
             transition = 0;
             currentSeg++;
             if (currentSeg == rail.nodes.Length - 1)
             {
                 if (isLooping)
                 {
                     if (pingPong)
                     {
                         transition = 1;
                         currentSeg = rail.nodes.Length - 2;
                         isReversed = !isReversed;
                     }
                     else
                     {
                         currentSeg = 0;
                     }
                 }
                 else
                 {
                     isCompleted = true;
                     return;
                 }
             }
         }
         else if (transition < 0)
         {
             transition = 1;
             currentSeg--;
             if (currentSeg == - 1)
             {
                 if (isLooping)
                 {
                     if (pingPong)
                     {
                         transition = 0;
                         currentSeg = 0;
                         isReversed = !isReversed;
                     }
                     else
                     {
                         currentSeg = rail.nodes.Length - 2;
                     }
                 }
                 else
                 {
                     isCompleted = true;
                     return;
                 }
             }
         }
 
         transform.position = rail.PositionOnRail(currentSeg, transition, mode);
         transform.rotation = rail.Orientation(currentSeg, transition);
     }
 }
untitled.png (138.9 kB)
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