If the camera is axes aligned, then dragging out a Quad is relatively easy. Create a new scene. Create a Quad (GameObject>Create Other>Quad). Attach the following script:
#pragma strict
private var pos1 : Vector3;
private var pos2 : Vector3;
function Update () {
if (Input.GetMouseButtonDown(0)) {
pos1 = Input.mousePosition;
pos1.z = transform.position.z - Camera.main.transform.position.z;
pos1 = Camera.main.ScreenToWorldPoint(pos1);
transform.localScale.x = 0;
}
if (Input.GetMouseButton(0)) {
pos2 = Input.mousePosition;
pos2.z = transform.position.z - Camera.main.transform.position.z;
pos2 = Camera.main.ScreenToWorldPoint(pos2);
var v3 = pos2 - pos1;
transform.localScale.x = v3.magnitude;
transform.position = pos1 + v3 * 0.5;
transform.rotation = Quaternion.FromToRotation(Vector3.right, v3);
}
}
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