首先,说一下什么是EventSystem:
官网文档:
第一步:在场景中挂载 EventSystem组件和射线检测组件physics raycaster
如下:
physics raycaster组件要挂载在摄像机下面:
第二步:创建一个cube物体并对物体挂上代码(CubeTrigger):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CubeTrigger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
/// <summary>
/// 目标对象的屏幕坐标
/// </summary>
private Vector3 targetScreenPoint;
/// <summary>
/// 获得鼠标的位置和cube位置差
/// </summary>
private Vector3 offset;
private bool isDrag = false;
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("开始拖拽!!");
}
public void OnDrag(PointerEventData eventData)
{
//Debug.Log("拖拽中!!");
if (CheckGameObject())
{
var pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z));
offset = this.transform.position - pos;
}
if (isDrag)
{
//当前鼠标所在的屏幕坐标
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z);
//把当前鼠标的屏幕坐标转换成世界坐标
Vector3 curWorldPoint = Camera.main.ScreenToWorldPoint(curScreenPoint);
Debug.Log(curWorldPoint + " :"+ offset);
this.transform.position = curWorldPoint + offset;
Debug.Log(this.transform.position);
}
}
public void OnEndDrag(PointerEventData eventData)
{
isDrag = false;
Debug.Log("拖拽结束!!");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("点击!!");
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("移入!!");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("移出!!");
}
/// <summary>
/// 检查是否点击到cbue
/// </summary>
/// <returns></returns>
bool CheckGameObject()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo, Mathf.Infinity, LayerMask.GetMask("Cube")))
{
isDrag = true; Debug.DrawLine(ray.origin, hitInfo.point);
//得到射线碰撞到的物体
targetScreenPoint = Camera.main.WorldToScreenPoint(this.transform.position);
return true;
}
return false;
}
}
这样就实现了对物体的所有事件了。
三、实现时遇到的问题:
在鼠标拖拽时我一开始是这样实现的
/// <summary>
/// 拖拽中
/// </summary>
void IDragHandler.OnDrag(PointerEventData eventData)
{
//XXX:这种方式在3d物体中存在Bug,已用写在Update里面做替代
//RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMask.GetMask("POI3D")))
{
var pos = CreateMap3DPOI.Instance.parent.transform.InverseTransformPoint(hit.point);
transform.localPosition = new Vector3(pos.x, 1.2f, pos.z);
}
if (base.OnDrag != null) base.OnDrag(this);
}
这样遇到的问题是,一旦拖拽过快,鼠标脱离物理是,拖拽事件消失,于是就有了最上面代码中的解决方式,
当然还有另一种解决方式——在Update中用射线检测,如下:
void Update()
{
if (Input.GetMouseButtonDown(0))
{
if (CheckGameObject())
{
var pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z));
offset = this.transform.position - pos;
}
}
if (isDrag)
{
//当前鼠标所在的屏幕坐标
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, targetScreenPoint.z);
//把当前鼠标的屏幕坐标转换成世界坐标
Vector3 curWorldPoint = Camera.main.ScreenToWorldPoint(curScreenPoint);
// var pos = parent.transform.InverseTransformPoint(curWorldPoint);
this.transform.localPosition = curWorldPoint + offset;
}
if (Input.GetMouseButtonUp(0))
{
isDrag = false;
}
}
其基本原理是利用屏幕坐标偏移量转世界坐标的偏移量做位移。