unity鼠标与UI或3D物体的交互

2D的UI:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class BaseMouseEvent : EventTrigger
{
public override void OnPointerEnter(PointerEventData eventData)//鼠标进入
{
base.OnPointerEnter(eventData);
//print("进入了");
}
public override void OnPointerExit(PointerEventData eventData)//鼠标移出
{
base.OnPointerExit(eventData);
//print("出来了");
}
public override void OnPointerClick(PointerEventData eventData)//鼠标点击
{
base.OnPointerClick(eventData);
}
}

3D物体(必须鼠标显示并碰到物体):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class InteractObj : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
private Outline OutlineS;
private void Awake()
{
OutlineS = GetComponent<Outline>();
OutlineS.enabled = false;
}
public void OnPointerEnter(PointerEventData eventData)
{
    Debug.Log("移入!!");
}
public void OnPointerExit(PointerEventData eventData)
{
    Debug.Log("移出!!");
}
public void OnPointerClick(PointerEventData eventData)
{
    Debug.Log("点击!!");
}

}

都需要有EventSystem

3D检测需要给摄像机添加Physics Raycaster组件

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您好! 在Unity中创建3D物体并在UI上拖拽出它可以通过以下步骤实现: 1. 创建一个3D物体,并将其命名为"3DObject"。 2. 在Hierarchy面板中选择"3DObject",然后在Inspector面板中将"Tag"设置为"Draggable"。 3. 在Hierarchy面板中创建一个UI > Button游戏对象,并将其命名为"DraggableButton"。 4. 在Project面板中创建一个新的C#脚本,并将其命名为"DraggableObject"。 5. 将"DraggableObject"脚本拖放到"3DObject"游戏对象上。 6. 在"DraggableObject"脚本中,添加以下代码: ``` using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class DraggableObject : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { public Transform parentToReturnTo = null; public Transform placeholderParent = null; GameObject placeholder = null; public void OnBeginDrag(PointerEventData eventData) { placeholder = new GameObject(); placeholder.transform.SetParent( this.transform.parent ); LayoutElement le = placeholder.AddComponent<LayoutElement>(); le.preferredWidth = this.GetComponent<LayoutElement>().preferredWidth; le.preferredHeight = this.GetComponent<LayoutElement>().preferredHeight; le.flexibleWidth = 0; le.flexibleHeight = 0; placeholder.transform.SetSiblingIndex( this.transform.GetSiblingIndex() ); parentToReturnTo = this.transform.parent; placeholderParent = parentToReturnTo; this.transform.SetParent( this.transform.parent.parent ); GetComponent<CanvasGroup>().blocksRaycasts = false; } public void OnDrag(PointerEventData eventData) { this.transform.position = eventData.position; if(placeholder.transform.parent != placeholderParent) placeholder.transform.SetParent(placeholderParent); int newSiblingIndex = placeholderParent.childCount; for(int i=0; i < placeholderParent.childCount; i++) { if(this.transform.position.x < placeholderParent.GetChild(i).position.x) {
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