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unity中 UGUI的按下、拖動接口事件的實現

pointer 攝像機 sys parent generic npoi del 返回 ren

using UnityEngine;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class testUI : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IDragHandler, IEndDragHandler,
    IPointerEnterHandler, IPointerExitHandler
{

    
//private GraphicRaycaster graphicRaycaster; //private EventSystem eventSystem; //private RectTransform Image; public RectTransform canvas; //得到canvas的ugui坐標 private RectTransform imgRect; //得到圖片的ugui坐標 Vector2 offset = new Vector3(); //用來得到鼠標和圖片的差值 Vector3 imgReduceScale = new Vector3(0.7f
, 0.7f, 1); //設置圖片縮放 Vector3 imgNormalScale = new Vector3(1, 1, 1); //正常大小 void Start() { //graphicRaycaster = GameObject.Find("Canvas").GetComponent<GraphicRaycaster>(); //eventSystem = GameObject.Find("EventSystem").GetComponent<EventSystem>(); //Image = GameObject.Find("Canvas/Image").GetComponent<RectTransform>();
//SetRectTransformSize(Image, new Vector2(2, 2)); imgRect = GetComponent<RectTransform>(); } // Update is called once per frame void Update() { //if (CheckGuiRaycastObjects()) return; //Debug.Log(EventSystem.current.gameObject.name); //if (Input.GetMouseButtonDown(0)) //{ // if (EventSystem.current.IsPointerOverGameObject()) // { // Debug.Log("當前觸摸在UI上"); // Debug.LogError(EventSystem.current.IsPointerOverGameObject()); // } // else // Debug.Log("當前沒有觸摸在UI上"); //} } bool CheckGuiRaycastObjects() { PointerEventData eventData = new PointerEventData(eventSystem); eventData.pressPosition = Input.mousePosition; eventData.position = Input.mousePosition; List<RaycastResult> list = new List<RaycastResult>(); graphicRaycaster.GetComponent<GraphicRaycaster>().Raycast(eventData, list); Debug.Log(list.Count); return list.Count > 0; } public void OnPointerClick(PointerEventData eventData) { //if (eventData.clickCount == 2) //{ // this.transform.DOScale(new Vector3(1.5f, 1.5f, 1.5f), 0.5f); //} //if (eventData.clickCount == 1) //{ // this.transform.DOScale(Vector3.one, 0.5f); //} } private void SetInsetAndSizeFromParentEdge(GameObject obj) { var rt = obj.gameObject.GetComponent<RectTransform>(); rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, 0, 100); rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Bottom, 0, 30); } public static void SetRectTransformSize(RectTransform trans, Vector2 newSize) { Vector2 oldSize = trans.rect.size; Vector2 deltaSize = newSize - oldSize; trans.offsetMin = trans.offsetMin - new Vector2(deltaSize.x * trans.pivot.x, deltaSize.y * trans.pivot.y); trans.offsetMax = trans.offsetMax + new Vector2(deltaSize.x * (1f - trans.pivot.x), deltaSize.y * (1f - trans.pivot.y)); } //當鼠標按下時調用 接口對應 IPointerDownHandler public void OnPointerDown(PointerEventData eventData) { Vector2 mouseDown = eventData.position; //記錄鼠標按下時的屏幕坐標 Vector2 mouseUguiPos = new Vector2(); //定義一個接收返回的ugui坐標 //RectTransformUtility.ScreenPointToLocalPointInRectangle():把屏幕坐標轉化成ugui坐標 //canvas:坐標要轉換到哪一個物體上,這裏img父類是Canvas,我們就用Canvas //eventData.enterEventCamera:這個事件是由哪個攝像機執行的 //out mouseUguiPos:返回轉換後的ugui坐標 //isRect:方法返回一個bool值,判斷鼠標按下的點是否在要轉換的物體上 bool isRect = RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas, mouseDown, eventData.enterEventCamera, out mouseUguiPos); if (isRect) //如果在 { //計算圖片中心和鼠標點的差值 offset = imgRect.anchoredPosition - mouseUguiPos; } } //當鼠標擡起時調用 對應接口 IPointerUpHandler public void OnPointerUp(PointerEventData eventData) { //offset = Vector2.zero; } //當鼠標拖動時調用 對應接口 IDragHandler public void OnDrag(PointerEventData eventData) { Vector2 mouseDrag = eventData.position; //當鼠標拖動時的屏幕坐標 Vector2 uguiPos = new Vector2(); //用來接收轉換後的拖動坐標 //和上面類似 bool isRect = RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas, mouseDrag, eventData.enterEventCamera, out uguiPos); if (isRect) { //設置圖片的ugui坐標與鼠標的ugui坐標保持不變 imgRect.anchoredPosition = offset + uguiPos; } } //當鼠標結束拖動時調用 對應接口 IEndDragHandler public void OnEndDrag(PointerEventData eventData) { //offset = Vector2.zero; } //當鼠標進入圖片時調用 對應接口 IPointerEnterHandler public void OnPointerEnter(PointerEventData eventData) { //imgRect.localScale = imgReduceScale; //縮小圖片 } //當鼠標退出圖片時調用 對應接口 IPointerExitHandler public void OnPointerExit(PointerEventData eventData) { //imgRect.localScale = imgNormalScale; //回復圖片 } }

unity中 UGUI的按下、拖動接口事件的實現