将以下脚本挂在被拖拽的ui上,container为限制的区域Rect
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class Drag_move : MonoBehaviour, IBeginDragHandler, IDragHandler
{
[Header("另一个UI =限制的区域")]
public RectTransform container;
RectTransform rt;
// 位置偏移量
Vector3 offset = Vector3.zero;
// 最小、最大X、Y坐标
float minX, maxX, minY, maxY;
private Canvas canvas;
void Start()
{
rt = GetComponent<RectTransform>();
canvas = FindObjectOfType<Canvas>();
}
public void OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, eventData.position, eventData.enterEventCamera, out Vector3 globalMousePos))
{
// 计算偏移量
offset = rt.position - globalMousePos;
// 设置拖拽范围
SetDragRange();
}
}
public void OnDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
// 将屏幕空间上的点转换为位于给定RectTransform平面上的世界空间中的位置
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(rt, eventData.position, eventData.pressEventCamera, out Vector3 globalMousePos))
{
rt.position = DragRangeLimit(globalMousePos + offset);
}
}
// 设置最大、最小坐标
void SetDragRange()
{
// 最小x坐标 = 容器当前x坐标 - 容器轴心距离左边界的距离 + UI轴心距离左边界的距离
minX = container.position.x
- container.pivot.x * container.rect.width* canvas.scaleFactor
+ rt.rect.width * canvas.scaleFactor * rt.pivot.x;
// 最大x坐标 = 容器当前x坐标 + 容器轴心距离右边界的距离 - UI轴心距离右边界的距离
maxX = container.position.x
+ (1 - container.pivot.x) * container.rect.width * canvas.scaleFactor
- rt.rect.width * canvas.scaleFactor * (1 - rt.pivot.x);
// 最小y坐标 = 容器当前y坐标 - 容器轴心距离底边的距离 + UI轴心距离底边的距离
minY = container.position.y
- container.pivot.y * container.rect.height * canvas.scaleFactor
+ rt.rect.height * canvas.scaleFactor * rt.pivot.y;
// 最大y坐标 = 容器当前x坐标 + 容器轴心距离顶边的距离 - UI轴心距离顶边的距离
maxY = container.position.y
+ (1 - container.pivot.y) * container.rect.height * canvas.scaleFactor
- rt.rect.height * canvas.scaleFactor * (1 - rt.pivot.y);
}
// 限制坐标范围
Vector3 DragRangeLimit(Vector3 pos)
{
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
return pos;
}
}