UI与3D物体之间的响应问题

一. 解决UI与3D物体重叠时的同时相应

UI使用OnPointerClick,3D物体使用OnMouseDown会造成同时相应
UI:
继承接口IPointerClickHandler,实现OnPointerClick,响应鼠标点击。

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class ClickUi : MonoBehaviour,IPointerClickHandler
{
    
    private bool change;
    public void OnPointerClick(PointerEventData eventData)
    {
        if(!change)
            GetComponent<Image>().color = new Color(1,1,1);
        else
            GetComponent<Image>().color = new Color(1, 0, 0);
        change = !change;
    }
}

3D物体:
重写MonoBehaviour.OnMouseDown()

using UnityEngine;
public class Click3D : MonoBehaviour
{
    private bool change;
    void OnMouseDown()
    {
        if (!change)
        {
            GetComponent<MeshRenderer>().material.color = new Color(0, 0, 1);
        }
        else
        {
            GetComponent<MeshRenderer>().material.color = new Color(0, 0, 0);
        }
        change = !change;
    }
}
说明

UI的响应射线主要是Canvas上的Graphic Raycaster(图形射线发射器)实现,而Graphic Raycaster只会对继承了Graphic的对象响应。
在这里插入图片描述

解决办法:

3D物体继承接口IPointerClickHandler,实现OnPointerClick。在Main Camera上需要添加Physics Raycaster组件
在这里插入图片描述

二. 用OnPointerClick实现UI与3D物体同时响应

原理:获取到所有检测到的物体,再遍历调用其OnPointerClick

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class ClickUi : MonoBehaviour,IPointerClickHandler
{

    private bool change;
    private void ChangeColor()
    {
        if (!change)
            GetComponent<Image>().color = new Color(1, 1, 1);
        else
            GetComponent<Image>().color = new Color(1, 0, 0);
        change = !change;
    }
    public void OnPointerClick(PointerEventData eventData)
    {
        ChangeColor();
        ExecuteAll(eventData);
    }

    public void ExecuteAll(PointerEventData eventData)
    {
        List<RaycastResult> results = new List<RaycastResult>();
        EventSystem.current.RaycastAll(eventData, results);//获取到所有检测到的物体;ui源码中,只响应第一个
        foreach (RaycastResult result in results)
        {
            if (result.gameObject != gameObject)
            {
                //调用物体的pointerClickHandler
                ExecuteEvents.Execute(result.gameObject, eventData, ExecuteEvents.pointerClickHandler);
            }
        }
    }

三. 鼠标点击Input.GetMouseButtonDown(0)位置发射射线,检测是否点击到UI

方法:用GraphicRaycaster 来检测点击位置发射的射线是否存在UI

using UnityEngine.EventSystems;
  using UnityEngine.UI;
  void Update()
    {
        if(Input.GetMouseButtonDown(0) && IsUI())
        {
            Debug.Log("点击UI");
        }
    }
    bool IsUI()
    {
        PointerEventData data = new PointerEventData(EventSystem.current);
        data.pressPosition = Input.mousePosition;
        data.position = Input.mousePosition;

        List<RaycastResult> results = new List<RaycastResult>();
        //GraphicRaycaster只会响应UI
        GraphicRaycaster raycaster = FindObjectOfType<GraphicRaycaster>();
        raycaster.Raycast(data,results);
        return results.Count>0;
    }
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转载自blog.csdn.net/u014589770/article/details/105518015