U3D中鼠标操作事件脚本写法参考

鼠标相关的枚举参考:

public enum MouseButtonType { Left, Right, Middle }
public enum MouseOperationType { BtnDown, BtnUp, Click, DoubleClick, Drag, DragDelta, DragVector, Release, ReleaseOutUI }

产生事件的代码参考:

using UnityEngine;
using UnityEngine.Events;

public class SceneMouseOperation : MonoBehaviour
{
	#region Class MouseButtonStatus
	class MouseButtonStatus
	{
		public bool clickEnable = false;
		public float clickTime = 0;
		public bool isDrag = false;
		public Vector2 posBtnDown = Vector2.zero;
		public Vector2 posDragStart = Vector2.zero;
		public Vector2 posDragPre = Vector2.zero;
	}
	#endregion

	#region SingleTon
	static public SceneMouseOperation instance;
	//
	void Awake()
	{
		instance = this;
	}
	#endregion

	#region Update Message
	void Update()
	{
		ButtonOperation(pointerOnUI);
		ScrollOperation(pointerOnUI);
	}
	#endregion

	#region Function ButtonOperation
	bool pointerOnUI = false;
	public void SetPointOnUI(bool pointerOnUI) { this.pointerOnUI = pointerOnUI; }

	float doubleClickInterval = 0.2f;
	public void SetDoubleClickInterval(float interval) { doubleClickInterval = interval; }

	MouseButtonStatus[] mouseButtonStatuses = { new MouseButtonStatus(), new MouseButtonStatus(), new MouseButtonStatus() };

	Vector2 mousePosPre = Vector2.zero;

	UnityAction<int, MouseOperationType, Vector2> onMouseOperation;
	public void AddActMouseOperation(UnityAction<int, MouseOperationType, Vector2> act) { onMouseOperation -= act; onMouseOperation += act; }
	public void RemoveActMouseOperation(UnityAction<int, MouseOperationType, Vector2> act) { onMouseOperation -= act; }
	public void ButtonOperation(bool pointerOnUI)
	{
		bool isMouseMove = false;
		Vector2 mousePos = Input.mousePosition;
		if (mousePosPre != mousePos)
		{
			isMouseMove = true;
			mousePosPre = mousePos;
		}
		//
		for (int btnIndex = 0; btnIndex < 3; btnIndex++)
		{
			MouseButtonStatus status = mouseButtonStatuses[btnIndex];
			//
			if (Input.GetMouseButtonDown(btnIndex))
			{
				if (!pointerOnUI)
				{
					status.isDrag = true;
					status.clickEnable = true;
					status.posBtnDown = mousePos;
				}
				onMouseOperation?.Invoke(btnIndex, MouseOperationType.BtnDown, mousePos);
			}

			if (status.isDrag)
			{
				if (isMouseMove)
				{
					if (status.clickEnable)
					{
						if ((status.posBtnDown - mousePos).sqrMagnitude > 9)
						{
							status.clickEnable = false;
							status.posDragStart = mousePos;
							status.posDragPre = mousePos;
						}
					}
					else
					{
						Vector2 dragDelta = mousePos - status.posDragPre;
						status.posDragPre = mousePos;
						onMouseOperation?.Invoke(btnIndex, MouseOperationType.DragDelta, dragDelta);
						//
						Vector2 dragVector = mousePos - status.posDragStart;
						onMouseOperation?.Invoke(btnIndex, MouseOperationType.DragVector, dragVector);
					}
					onMouseOperation?.Invoke(btnIndex, MouseOperationType.Drag, mousePos);
				}
			}

			if (Input.GetMouseButtonUp(btnIndex))
			{
				status.isDrag = false;
				if (status.clickEnable)
				{
					status.clickEnable = false;
					//
					onMouseOperation?.Invoke(btnIndex, MouseOperationType.Click, mousePos);
					if ((Time.time - status.clickTime) < doubleClickInterval)
					{
						status.clickTime = 0;
						onMouseOperation?.Invoke(btnIndex, MouseOperationType.DoubleClick, mousePos);
					}
					else
					{
						status.clickTime = Time.time;
					}
				}
				onMouseOperation?.Invoke(btnIndex, MouseOperationType.BtnUp, mousePos);
			}
		}
		//
		if (isMouseMove)
		{
			bool isBtnDrag = false;
			foreach (MouseButtonStatus status in mouseButtonStatuses)
			{
				if (status.isDrag)
				{
					isBtnDrag = true;
					break;
				}
			}

			if (!isBtnDrag)
			{
				if (!pointerOnUI)
				{
					onMouseOperation?.Invoke(0, MouseOperationType.ReleaseOutUI, mousePos);
				}
				onMouseOperation?.Invoke(0, MouseOperationType.Release, mousePos);
			}
		}
	}
	#endregion

	#region Function ScrollOperation
	UnityAction<float> onScroll;
	public void AddActScroll(UnityAction<float> act) { onScroll -= act; onScroll += act; }
	public void RemoveActScroll(UnityAction<float> act) { onScroll -= act; }

	public void ScrollOperation(bool pointerOnUI)
	{
		if (!pointerOnUI)
		{
			Rect rect = new Rect(0, 0, Screen.width, Screen.height);
			if (rect.Contains(Input.mousePosition))
			{
				float scroll = Input.GetAxis("Mouse ScrollWheel");
				if (!Mathf.Approximately(scroll, 0))
				{
					onScroll?.Invoke(scroll);
				}
			}
		}
	}
	#endregion
}

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