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Question by ashjack · Dec 24, 2014 at 03:35 PM · c#mousegundragclick

How to check for a mouse drag

I have a mouse orbit script, and also a script that shoots when the left mouse button is clicked. However, whenever I drag, the gun also shoots. How can I check to see if the mouse button has been dragged, and only fire the gun when this is false?

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avatar image flapy-monkey · Dec 24, 2014 at 03:52 PM 1
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how do you shoots on your script?

avatar image martin101 · Dec 24, 2014 at 03:57 PM 0
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http://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.On$$anonymous$$ouseDrag.html

avatar image Unitraxx · Dec 24, 2014 at 04:00 PM 0
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Yeah what flapy says, it will be easy to help you once we see some code.

avatar image ashjack · Dec 24, 2014 at 04:01 PM 0
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Thank you for the reference, martin.

I instantiate a bullet gameObject when the user clicks.

avatar image ashjack · Dec 24, 2014 at 04:09 PM 0
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ok, here is some code that I use:

 public void Update()
         {
             if(isEquipped == true)
             {
                 if (Input.Get$$anonymous$$ouseButtonUp(0)&&isDragging == false) 
                 {
                     onItemClicked();
                 }
             }
         }
     
     public void on$$anonymous$$ouseDrag()
         {
             isDragging = true;
         }
     
     public void onItemClicked()
         {
             if(itemType == itemTypes.WeaponRanged&&isDragging == false)
             {
                 GameObject bullet = Instantiate(Resources.Load("Items/Weapons/Bullet")) as GameObject;     
                 bullet.GetComponent<Bullet>().gunBarrel = transform.FindChild("Cylinder").gameObject;
             }
         }
 


I am aware that there is nothing to disable isDragging, but the bullet still shoots regardless.

Edit: In the reference, it says:

On$$anonymous$$ouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.

This will not work, as the user can drag anywhere to turn the camera

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