Unity 判断鼠标是否点击在Canvas上

日常开发中,经常需要用到模型的鼠标点击检测功能,有时候需要避免在进行界面操作时误点到界面后的模型,所以需要对鼠标落点是否在界面上进行一个检测。

PC端 鼠标点击检测:

public void OnMouseDown()
    {
        if (EventSystem.current.IsPointerOverGameObject())
        {
        		Debug.Log("鼠标点击了UI");
	            return;
        }
    }

上面的方法如果不起作用的话可以等鼠标进入UI面板后先进行一个检测;


	//定义一个UI面板
	public GameObject UiPanel;
	 EventTriggerListener.Get(UiPanel).onEnter += (go) =>
        {
            Debug.Log("鼠标进入了面板");
        };
        EventTriggerListener.Get(UiPanel).onExit += (go) =>
        {
            Debug.Log("鼠标离开了面板");
        };

需要使用到的代码放入工程资源内:

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class EventTriggerListener : UnityEngine.EventSystems.EventTrigger
{
    public delegate void VoidDelegate(GameObject go);
    public VoidDelegate onClick;
    public VoidDelegate onDown;
    public VoidDelegate onEnter;
    public VoidDelegate onExit;
    public VoidDelegate onUp;
    public VoidDelegate onSelect;
    public VoidDelegate onUpdateSelect;
    public VoidDelegate onSub;
    static public EventTriggerListener Get(GameObject go)
    {
        EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
        if (listener == null) listener = go.AddComponent<EventTriggerListener>();
        return listener;
    }
    public override void OnPointerClick(PointerEventData eventData)
    {
        if (onClick != null) onClick(gameObject);
    }
    public override void OnPointerDown(PointerEventData eventData)
    {
        if (onDown != null) onDown(gameObject);
    }
    public override void OnPointerEnter(PointerEventData eventData)
    {
        if (onEnter != null) onEnter(gameObject);
    }
    public override void OnPointerExit(PointerEventData eventData)
    {
        if (onExit != null) onExit(gameObject);
    }
    public override void OnPointerUp(PointerEventData eventData)
    {
        if (onUp != null) onUp(gameObject);
    }
    public override void OnSelect(BaseEventData eventData)
    {
        if (onSelect != null) onSelect(gameObject);
    }
    public override void OnUpdateSelected(BaseEventData eventData)
    {
        if (onUpdateSelect != null) onUpdateSelect(gameObject);
    }

    public override void OnSubmit(BaseEventData eventData)
    {
        if (onSub != null) onSub(gameObject);
    }
}

手机端:

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;
public class NewBehaviourScript : MonoBehaviour {
 
	// Use this for initialization
	void Start () {
	
	}
	
 
	void Update()
	{
		if (Input.GetMouseButtonDown(0)||(Input.touchCount >0 && Input.GetTouch(0).phase == TouchPhase.Began))
		{
#if IPHONE || ANDROID
			if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
#else
			if (EventSystem.current.IsPointerOverGameObject())
#endif
				Debug.Log("当前触摸在UI上");
			
			else 
				Debug.Log("当前没有触摸在UI上");
		}
	}
}

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