CocosCreator-3D 拖动卡片放置3d物体

版本号:3.4.1

原理

创建2dui卡片

2dui卡片上绑定脚本(card)

card脚本上绑定要放置的物体

通过触摸2d的ui卡片,监听TOUCH_MOVE事件,获得当前触摸的卡片,可触摸位置

通过事件分发,发送当前触摸位置和本卡片的放置物体

触摸结束时,分发结束事件

创建逻辑处理脚本

脚本上绑定摄像机和当前地板

接收card发送的事件

如果没有放置物体对象,则克隆收到的放置物体,赋值给放置物体对象,添加到地板上

通过收到的触摸位置生成射线,获取当前和地板相交的坐标,赋值给克隆出来的物体,让物体随着每次坐标的变化而变化

收到结束事件时,清空脚本上绑定的放置物体对象


import { _decorator, Component, Node, Button, EventTouch, v3, input, Input } from 'cc';
const { ccclass, property } = _decorator;
import MyEvent from './MyEvent'
/**
 * Predefined variables
 * Name = card
 * DateTime = Tue Mar 01 2022 01:04:59 GMT+0800 (中国标准时间)
 * Author = qiuhe
 * FileBasename = card.ts
 * FileBasenameNoExtension = card
 * URL = db://assets/script/addDW.ts
 * ManualUrl = https://docs.cocos.com/creator/3.4/manual/zh/
 *
 */
 
@ccclass('card')
export class card extends Component {
    // [1]
    // dummy = '';

    // [2]
    // @property
    // serializableDummy = 0;
    @property({type:Node,displayName:"放置的动物"})
    public targetNode!: Node

    start () {
        // [3]
        this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
        this.node.on(Node.EventType.TOUCH_CANCEL,this.onTouchEnd,this)
        this.node.on(Node.EventType.TOUCH_END,this.onTouchEnd,this)
      
    }
    onDestroy(){
        this.node.off(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
        this.node.off(Node.EventType.TOUCH_CANCEL,this.onTouchEnd,this)
        this.node.off(Node.EventType.TOUCH_END,this.onTouchEnd,this)
        
    }
    
    // update (deltaTime: number) {
    //     // [4]
    // }
    onTouchMove(event: EventTouch) {
        const touch = event.touch!;
        // console.log(`要放置的节点是:${this.targetNode.name}`)
        this.node.setScale(v3(0.8,0.8,1))
        this.node.dispatchEvent( new MyEvent('moveCard', true, {
            touch,targetNode:this.targetNode
        }) );
    }
    onTouchEnd(event: EventTouch) {
        const touch = event.touch!;
        // console.log(`要放置的节点是:${this.targetNode.name}`)
        this.node.setScale(v3(1,1,1))
        console.log("发送事件")
        this.node.dispatchEvent( new MyEvent('endCard', true, {
            touch
        }) );
    }
}

/**
 * [1] Class member could be defined like this.
 * [2] Use `property` decorator if your want the member to be serializable.
 * [3] Your initialization goes here.
 * [4] Your update function goes here.
 *
 * Learn more about scripting: https://docs.cocos.com/creator/3.4/manual/zh/scripting/
 * Learn more about CCClass: https://docs.cocos.com/creator/3.4/manual/zh/scripting/decorator.html
 * Learn more about life-cycle callbacks: https://docs.cocos.com/creator/3.4/manual/zh/scripting/life-cycle-callbacks.html
 */
import { _decorator, Component, Node, Camera, geometry, input, Input, EventTouch, PhysicsSystem, v3, math, Vec3, director, instantiate } from 'cc';
import MyEvent from './MyEvent'
const { ccclass, property } = _decorator;

@ccclass("Example")
export class Example extends Component {

    // Specify the camera rendering the target node.
    @property(Camera)
    readonly cameraCom!: Camera;

    @property(Node)
    public targetNode!: Node

    private _ray: geometry.Ray = new geometry.Ray();
    private card_targetNode:Node

    onEnable() {
        console.log("初始化事件")
        this.node.on('moveCard', (event: MyEvent) => {
            event.propagationStopped = true;
            if(!this.card_targetNode){
                this.card_targetNode=instantiate(event.detail.targetNode);
                this.card_targetNode.parent = event.detail.targetNode.parent;
            }
           
            if(!this.card_targetNode){
                return
            }
            this.onTouchMove(event.detail)
        });
        this.node.on('endCard', (event: MyEvent) => {
            event.propagationStopped = true;
            this.card_targetNode=null
        });
    }
    onTouchMove(event: EventTouch) {
        const touch = event.touch!;
        this.cameraCom.screenPointToRay(touch.getLocationX(), touch.getLocationY(), this._ray);
        if (PhysicsSystem.instance.raycast(this._ray)) {
            const raycastResults = PhysicsSystem.instance.raycastResults;
            for (let i = 0; i < raycastResults.length; i++) {
                const item = raycastResults[i];
                if (item.collider.node == this.targetNode) {
                    this.card_targetNode.setPosition(new Vec3(item.hitPoint.x,this.card_targetNode.getPosition().y,item.hitPoint.z))
                    break;
                }
            }
        } else {
            console.log('raycast does not hit the target node !');
        }
    }
}
// Event 由 cc 模块导入
import { Event } from 'cc';

class MyEvent extends Event {
    constructor(name: string, bubbles?: boolean, detail?: any) {
        super(name, bubbles);
        this.detail = detail;
    }
    public detail: any = null;  // 自定义的属性
}
export default MyEvent

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