Unity UGUI 拖拽


前言

可以对UGUI 进行拖拽和缩放


一、代码

namespace SZL
{
    using UnityEngine;
    using UnityEngine.EventSystems;

    /// <summary>
    /// UI操作
    /// </summary>
    public class LoadDll : UIBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IScrollHandler
    {
        [Header("是否拖拽")] public bool Drag = true;
        [Header("是否聚焦")] public bool Zoom = true;
        [Header("是否限制")] public bool Limit = true;
        [Header("移动限制区域")] public RectTransform Container;
        [Header("最小缩放值"), SerializeField] private float MinScale;
        [Header("最大缩放值"), SerializeField] private float MaxScale;
        [Header("缩放速度"), SerializeField] private float ZoomSpeed;

        public Vector2 DragOffset { get; private set; }
        private RectTransform rectTransform;
        private float minX, minY, maxX, maxY, scale = 1;


        protected override void Awake()
        {
            base.Awake();
            rectTransform = gameObject.GetComponent<RectTransform>();
            if (Container == null) Container = transform.parent as RectTransform;
        }
        public void OnBeginDrag(PointerEventData eventData)
        {
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
                Container,
                Input.mousePosition,
                eventData.enterEventCamera,
                out var input))
            {
                DragOffset = (Vector2)(rectTransform.localPosition) - input;
            }

            if (Limit) SetLimitRect();
        }
        public void OnDrag(PointerEventData eventData)
        {
            if (!Drag)
                return;
            
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
                Container,
                Input.mousePosition,
                eventData.enterEventCamera,
                out var input))
            {
                Vector3 target = input + DragOffset;
                if (Limit)
                {
                    target = ClampPos(target);
                }
                transform.localPosition = Vector3.Lerp(transform.localPosition, target,
                    Time.deltaTime * 100);
            }
        }
        public void OnEndDrag(PointerEventData eventData)
        {
            DragOffset = Vector3.zero;
        }
        public void OnScroll(PointerEventData eventData)
        {
            if(!Zoom)
                return;
            
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
                Container,
                Input.mousePosition,
                eventData.enterEventCamera,
                out Vector2 input))
            {
                float delX = input.x - transform.localPosition.x;
                float delY = input.y - transform.localPosition.y;

                float scaleX = delX / rectTransform.rect.width / transform.localScale.x;
                float scaleY = delY / rectTransform.rect.height / transform.localScale.y;


                if (Input.GetAxis("Mouse ScrollWheel") > 0)
                {
                    scale += Time.deltaTime * ZoomSpeed;
                    scale = Mathf.Min(MaxScale, scale);
                }
                else if (Input.GetAxis("Mouse ScrollWheel") < 0)
                {
                    scale -= Time.deltaTime * ZoomSpeed;
                    scale = Mathf.Max(MinScale, scale);
                }

                transform.localScale = Vector3.one * scale;
                rectTransform.pivot += new Vector2(scaleX, scaleY);
                transform.localPosition += new Vector3(delX, delY, 0);
            }
        }
        /// <summary>
        /// 判断移动区域
        /// </summary>
        private void SetLimitRect()
        {
            //获取容器边界世界坐标
            Vector3[] corner = new Vector3[4];
            Container.GetWorldCorners(corner);

            //转换容器和目标对象同一坐标系   ---->   限制目标对象的移动范围
            var minVector = Container.InverseTransformPoint(corner[0]);
            var maxVector = Container.InverseTransformPoint(corner[2]);
            //图形超出 视口
            if (rectTransform.rect.width * rectTransform.localScale.x >=
                Container.rect.width)
            {
                maxX = minVector.x + rectTransform.rect.width * rectTransform.pivot.x *
                    rectTransform.localScale.x;
                minX = maxVector.x - rectTransform.rect.width * (1 - rectTransform.pivot.x) *
                    rectTransform.localScale.x;
            }
            else //图形未超出视口
            {
                minX = minVector.x + rectTransform.rect.width * rectTransform.pivot.x *
                    rectTransform.localScale.x;
                maxX = maxVector.x - rectTransform.rect.width * (1 - rectTransform.pivot.x) *
                    rectTransform.localScale.x;
            }

            if (rectTransform.rect.height * rectTransform.localScale.x >=
                Container.rect.height)
            {
                minY = maxVector.y - rectTransform.rect.height * (1 - rectTransform.pivot.y) *
                    rectTransform.localScale.y;
                ;
                maxY = minVector.y + rectTransform.rect.height * rectTransform.pivot.y *
                    rectTransform.localScale.y;
            }
            else
            {
                minY = minVector.y + rectTransform.rect.height * rectTransform.pivot.y *
                    rectTransform.localScale.y;
                maxY = maxVector.y - rectTransform.rect.height * (1 - rectTransform.pivot.y) *
                    rectTransform.localScale.y;
            }
        }
        /// <summary>
        /// 矩形约束
        /// </summary>
        /// <param name="pos"></param>
        /// <returns></returns>
        private Vector3 ClampPos(Vector3 pos)
        {
            pos.x = Mathf.Clamp(pos.x, minX, maxX);
            pos.y = Mathf.Clamp(pos.y, minY, maxY);
            return pos;
        }
    }

}

二、使用步骤

直接挂在需要拖拽的UI物体上。

三、测试结果展示

在这里插入图片描述请添加图片描述

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