UI的拖拽事件
为了实现下图的效果,我们需要拿到3个信息。
- 开始拖拽的位置
- 持续拖拽的位置
- 结束拖拽的位置
为了拿到这三个信息,Unity为我们提供了 IBeginDragHandler, IDragHandler, IEndDragHandler这三个接口。所以我们的制作思路也是围绕这三个接口的实现来进行展开。
IBeginDragHandler
继承此接口时,Unity需要我们实现OnBeginDrag()方法:
public void OnBeginDrag(PointerEventData eventData){}
在这里我们需要做3件事:
- 创建一个新的icon物体,并将自己的Image赋给它
- 找到Canvas,将icon设为其子物体(这样可以保证icon在最前面)
- 将eventData中的位置信息赋给icon
IDragHandler
继承此接口时,Unity需要我们实现OnDrag()方法
public void OnDrag(PointerEventData eventData){}
在这里我们只需要做一件事就好了:持续将eventData中的位置信息赋给icon
IEndDragHandler
继承此接口时,Unity需要我们实现OnEndDrag()方法
public void OnEndDrag(PointerEventData eventData){}
在这里我们也只需要做一件事:销毁icon
代码实现
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class DragMe : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public bool dragOnSurfaces = true;
private GameObject m_DraggingIcon;
private RectTransform m_DraggingPlane;
public void OnBeginDrag(PointerEventData eventData)
{
var canvas = FindInParents<Canvas>(gameObject);
if (canvas == null)
return;
// We have clicked something that can be dragged.
// What we want to do is create an icon for this.
m_DraggingIcon = new GameObject("icon");
m_DraggingIcon.transform.SetParent (canvas.transform, false);
m_DraggingIcon.transform.SetAsLastSibling();
var image = m_DraggingIcon.AddComponent<Image>();
// The icon will be under the cursor.
// We want it to be ignored by the event system.
CanvasGroup group = m_DraggingIcon.AddComponent<CanvasGroup>();
group.blocksRaycasts = false;
image.sprite = GetComponent<Image>().sprite;
image.SetNativeSize();
if (dragOnSurfaces)
m_DraggingPlane = transform as RectTransform;
else
m_DraggingPlane = canvas.transform as RectTransform;
SetDraggedPosition(eventData);
}
public void OnDrag(PointerEventData data)
{
if (m_DraggingIcon != null)
SetDraggedPosition(data);
}
private void SetDraggedPosition(PointerEventData data)
{
if (dragOnSurfaces && data.pointerEnter != null && data.pointerEnter.transform as RectTransform != null)
m_DraggingPlane = data.pointerEnter.transform as RectTransform;
var rt = m_DraggingIcon.GetComponent<RectTransform>();
Vector3 globalMousePos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlane, data.position, data.pressEventCamera, out globalMousePos))
{
rt.position = globalMousePos;
rt.rotation = m_DraggingPlane.rotation;
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (m_DraggingIcon != null)
Destroy(m_DraggingIcon);
}
static public T FindInParents<T>(GameObject go) where T : Component
{
if (go == null) return null;
var comp = go.GetComponent<T>();
if (comp != null)
return comp;
Transform t = go.transform.parent;
while (t != null && comp == null)
{
comp = t.gameObject.GetComponent<T>();
t = t.parent;
}
return comp;
}
}
可直接下载项目:https://pan.baidu.com/s/1dE9nVHn
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