Unity 基础 之 IDragHanlder 简单实现 UGUI 元素随着鼠标移动,拖动的效果

 

 

Unity 基础 之 IDragHanlder 多种方法简单实现  UGUI 元素随着鼠标移动,拖动的效果

 

目录

Unity 基础 之 IDragHanlder 多种方法简单实现  UGUI 元素随着鼠标移动,拖动的效果

一、简单介绍

二、实现原理

三、注意实现

四、效果预览

五、实现步骤

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六、多种方法实现拖拽 UI

方法一:RectTransformUtility.ScreenPointToWorldPointInRectangle

方法二 :RectTransformUtility.ScreenPointToWorldPointInRectangle 并带位移 offset

方法三:RectTransformUtility.ScreenPointToLocalPointInRectangle 并带位移 Offset

方法四:Camera.WorldToScreenPoint 和  Camera.WorldToScreenPoint  并带位移 Offset


 

一、简单介绍

Unity中的一些基础知识点。

本节介绍,使用 IDraHandler ,简单的就实现 UGUI 元素,随着鼠标的移动而移动的效果。

 

二、实现原理

1、IBeginDragHandler, IDragHandler, IEndDragHandler 三个接口,进行实现拖拽的功能

2、RectTransformUtility.ScreenPointToWorldPointInRectangle 或者  RectTransformUtility.ScreenPointToLocalPointInRectangle

进行坐标转化,实现拖拽

3、必要的再结合 Camera.WorldToScreenPoint 和 Camera.ScreenToWorldPoint 一起实现拖拽移动效果

 

三、注意实现

1、根据 Canvas 的 Render Mode 不同的拖拽方法,移动的效果可能会略有不同,择需使用即可

 

四、效果预览

 

五、实现步骤

1、打开 Unity,新建一个空工程

 

2、在场景中搭建UI,布局如下

 

3、新建脚本,编辑方法移动 UI,把脚本对应赋值

 

六、多种方法实现拖拽 UI

方法一:RectTransformUtility.ScreenPointToWorldPointInRectangle

1、代码如下

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

public class DragHandlerUGUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    
    private RectTransform rectTransform;

    // Start is called before the first frame update
    void Start()
    {

        rectTransform = GetComponent<RectTransform>();
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        Debug.Log("开始拖拽");

    }

    public void OnDrag(PointerEventData eventData)
    {
        Vector3 pos;
        RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, eventData.position, eventData.enterEventCamera, out pos);
        rectTransform.position = pos;

    }

    public void OnEndDrag(PointerEventData eventData)
    {
        Debug.Log("结束拖拽");
       
    }

}

2、效果如下

 

方法二 :RectTransformUtility.ScreenPointToWorldPointInRectangle 并带位移 offset

1、代码如下

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

public class DragHandlerUGUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    
    private RectTransform rectTransform;

    private Vector3 pos;                            //控件初始位置
    private Vector3 mousePos;                       //鼠标初始位置
  

    private void Start()
    {
        rectTransform = GetComponent<RectTransform>();
    }
    
    public void OnBeginDrag(PointerEventData eventData)
    {
        Debug.Log("开始拖拽");       
        pos = this.GetComponent<RectTransform>().position;    
        RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, eventData.position, eventData.pressEventCamera, out mousePos);
    }
    
    public void OnDrag(PointerEventData eventData)
    {
        Vector3 newVec;          
        RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, eventData.position, eventData.pressEventCamera, out newVec);
        Vector3 offset = new Vector3(newVec.x - mousePos.x, newVec.y - mousePos.y, 0);
        rectTransform.position = pos + offset;

    }
    
    public void OnEndDrag(PointerEventData eventData)
    {
        Debug.Log("结束拖拽");
    }

}

 

2、效果如下

 

方法三:RectTransformUtility.ScreenPointToLocalPointInRectangle 并带位移 Offset

1、代码如下

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

public class DragHandlerUGUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
 
    private Vector3 pos;                            //控件初始位置
    private Vector2 mousePos;                       //鼠标初始位置
    private RectTransform canvasRec;                //控件所在画布
    private void Start()
    {
        canvasRec = this.GetComponentInParent<Canvas>().transform as RectTransform;
    }
    
    public void OnBeginDrag(PointerEventData eventData)
    {
        Debug.Log("开始拖拽");
        //控件所在画布空间的初始位置
        pos = this.GetComponent<RectTransform>().anchoredPosition;    
        //将屏幕空间鼠标位置eventData.position转换为鼠标在画布空间的鼠标位置
        RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRec, eventData.position, eventData.pressEventCamera, out mousePos);
    }
    
    public void OnDrag(PointerEventData eventData)
    {
        Vector2 newVec;      
        RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRec, eventData.position, eventData.pressEventCamera, out newVec);
        //鼠标移动在画布空间的位置增量
        Vector3 offset = new Vector3(newVec.x - mousePos.x, newVec.y - mousePos.y, 0);
        //原始位置增加位置增量即为现在位置
        (this.transform as RectTransform).anchoredPosition = pos + offset;

    }
    
    public void OnEndDrag(PointerEventData eventData)
    {
        Debug.Log("结束拖拽");
    }
}

 

2、效果如下

 

方法四:Camera.WorldToScreenPoint 和  Camera.WorldToScreenPoint  并带位移 Offset

1、代码如下

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

public class DragHandlerUGUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{


    Vector3 uiScreenPosition;
    Vector3 mouseScreenPosition;
    Vector3 mScreenPosition;
    private Vector3 offset;
  
    Camera mCamera;

    // Start is called before the first frame update
    void Start()
    {

        mCamera = Camera.main;
    }

    

    public void OnBeginDrag(PointerEventData eventData)
    {
        Debug.Log("开始拖拽");

        //转换对象到当前屏幕位置
        uiScreenPosition = mCamera.WorldToScreenPoint(transform.position);
        mouseScreenPosition = mCamera.WorldToScreenPoint(eventData.position);

        //鼠标屏幕坐标
        mScreenPosition = new Vector3(mouseScreenPosition.x, mouseScreenPosition.y, uiScreenPosition.z);
        //获得鼠标和对象之间的偏移量,拖拽时相机应该保持不动
        offset = transform.position - mCamera.ScreenToWorldPoint(mScreenPosition);
       
        

    }

    public void OnDrag(PointerEventData eventData)
    {

        mouseScreenPosition = mCamera.WorldToScreenPoint(eventData.position);

        //鼠标屏幕上新位置
        mScreenPosition = new Vector3(mouseScreenPosition.x, mouseScreenPosition.y, uiScreenPosition.z);

        // 对象新坐标
        transform.position = offset + mCamera.ScreenToWorldPoint(mScreenPosition);

       

    }

    public void OnEndDrag(PointerEventData eventData)
    {
        Debug.Log("结束拖拽");
       
    }
}

 

2、效果如下

 

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转载自blog.csdn.net/u014361280/article/details/107403185