ugui 点击物品后创建实例并拖拽

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

public class UIDragAble : MonoBehaviour ,IBeginDragHandlerIDragHandler , IEndDragHandler{

    RectTransform publicCanvas;

    public static GameObject dragGameObject;
    public string parentPath = "Canvas";
    // public static object data
    // public static object dataindex
    // public static object datacount;
    // Use this for initialization
    void Start () {
        publicCanvas = GameObject.Find(parentPath).transform as RectTransform;
    }
    
    public void OnBeginDrag (PointerEventData eventData){

        dragGameObject = Instantiate(gameObject);

        // data = (string)GameObjectUserData.getUserData(gameObject.transform);

         //dataindex = GameObjectUserData.getDic(gameObject.transform,"index");   

        // datacount =  GameObjectUserData.getDic(gameObject.transform,"count");

        CanvasGroup canvasGroup = dragGameObject.GetComponent<CanvasGroup>();
        canvasGroup.blocksRaycasts = false;
        canvasGroup.interactable = false;

        //ImagePlus.replaceImage(dragGameObject);
        Destroy(dragGameObject.GetComponent<Button>());
        Destroy(dragGameObject.GetComponent<UIDragAble>());

        dragGameObject.transform.SetParent(publicCanvas ,false);

        Vector2 originalLocalPointerPosition;

        RectTransformUtility.ScreenPointToLocalPointInRectangle (publicCanvas,
          eventData.position
           eventData.pressEventCamera,
          out originalLocalPointerPosition);  

        dragGameObject.transform.localPosition = originalLocalPointerPosition;
    
    }
    
    public void OnDrag (PointerEventData eventData){

        Vector2 originalLocalPointerPosition;
        
        RectTransformUtility.ScreenPointToLocalPointInRectangle (publicCanvas,
          eventData.position
          eventData.pressEventCamera,
        out originalLocalPointerPosition);  
        dragGameObject.transform.localPosition = originalLocalPointerPosition;
    }
    
    public void OnEndDrag (PointerEventData eventData){
    
        Vector3 position = Input.mousePosition;
        Ray ray =  eventData.pressEventCamera.ScreenPointToRay(new Vector3 (position.x,position.y,0));

        //QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal;
        int layerMask = LayerMask.GetMask("UI");
        RaycastHit hit;
        //if (Physics.Raycast(rayout hit,100,layerMask)){
        if (Physics.Raycast(rayout hit)){
            Debug.LogError("OnPointerClick--->"hit.collider.gameObject.name);
            //EventManager.I.send("OnLongClick");
        }

        Destroy(dragGameObject);
    }

}

将 UIDragAble.cs挂在需要拖拽的对象 

-------------------------------

处理拽入后的事件

在拽入的接收层 挂载UIDragAcceptedEventSend.cs脚本

代码如下:

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

using System.Collections.Generic;
using System;
using System.Text;
using LitJson;
using LuaInterface;
using com.junfine.simpleframework;
using com.junfine.simpleframework.manager;


public class UIDragAcceptedEventSend : MonoBehaviour,IDropHandler {


    public void OnDrop (PointerEventData eventData)
    {  
        GameObject dragGameObject = UIDragAble.dragGameObject;
        Destroy(dragGameObject);
        Debug.LogError("OnDrop--->"gameObject.name);
        /*  
        Hashtable hnew Hashtable();
    
        h.Add("item_Id",UIDragAble.data);
        h.Add("index",UIDragAble.dataindex);
        h.Add("count",UIDragAble.datacount);
        EventManager.Instance.send("Drag",h);

        */
    }
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值