Unity3D UI,计算位置拖动项目?

Fat*_*tie 12 c# unity-game-engine unity3d-ui

现在,在Unity中拖动UI元素非常容易:制作一些UI项目.添加组件 - >事件 - > 事件触发器.放在下面的脚本上.单击以添加四个明显的触发器.你完成了.

然而.

我完全迷失了指针坐标UI坐标之间的关系(如RectTransform中所见,等等).

DragIt下面:你怎么在手指下正确移动UI面板?

假设你有一个大面板,十个UIButton坐在面板Dragster上,按钮上.RectTransform坐标和鼠标指针之间的关系是什么...

简而言之,如何在DragIt()下方移动其中一个按钮?

/* modern Unity drag of UI element */
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class Dragster:MonoBehaviour
    {
    public int index; // number each of your UI items
    static bool beingDragged = false;
    static int dragFrom;
    public void DragStart()
        {
        beingDragged = true; dragFrom = index;
        }
    public void DragIt()
        {
        ? ? W T F ? ?
        }
    public void DragEnd()
        {
        beingDragged = false;
        }
    public void DroppedBra()
        {
        Debig.Log("Drag: from/to " +dragFrom +" --> " +index);
        }
    }
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Col*_*ite 10

我会让你的脚本实现拖动界面

public class Dragster:MonoBehaviour,IBeginDragHandler, IEndDragHandler, IDragHandler

这将使你的DragIt功能成为

public void OnDrag(PointerEventData eventData)
{
    transform.position += (Vector3)eventData.delta;
}
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允许您访问该事件的增量(鼠标移动了多少)以便能够移动您的对象.

如果您仍然宁愿使用EventTrigger组件(不太喜欢的方式),您只需要将DragIt函数更改为DragIt(PointerEventData eventData)并在下拉列表中使用Dynamic EvenData选项,以便触发器接收PointerEventData以访问增量信息


这里实际上是基于Uri&Colton代码拖放'UnityEngine.UI`项目的完整解决方案.只需复制并粘贴即可.

令人惊叹的复制和粘贴Unity UI,wtt Colton&Uri的完美拖放:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class UNCDraggable:MonoBehaviour,
IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler
    {
    public Image ghost;
    // note DON'T try to drag the actual item: it's not worth the hassle.
    // a problem arises where you can't have it on top (as you would want
    // visually), and still easily get the drops. always use a ghost.
    // even if you want the "original invisible" while dragging,
    // simply hide it and use a ghost. everything is tremendously
    // easier if you do not move the originals.

    void Awake()
        {
        ghost.raycastTarget = false;
        // (just in case you forgot to do that in the Editor)
        ghost.enabled = false;
        }

    public void OnBeginDrag(PointerEventData eventData)
        {
        ghost.transform.position = transform.position;
        ghost.enabled = true;
        }

    public void OnDrag(PointerEventData eventData)
        {
        ghost.transform.position += (Vector3)eventData.delta;
        }

    public void OnEndDrag(PointerEventData eventData)
        {
        ghost.enabled = false;
        }

    public void OnDrop(PointerEventData data)
        {
        GameObject fromItem = data.pointerDrag;
        if (data.pointerDrag == null) return; // (will never happen)

        UNCDraggable d = fromItem.GetComponent<UNCDraggable>();
        if (d == null)
          {
          // means something unrelated to our system was dragged from.
          // for example, just an unrelated scrolling area, etc.
          // simply completely ignore these.
          return;
          // note, if very unusually you have more than one "system"
          // of UNCDraggable items on the same screen, be careful to
          // distinguish them! Example solution, check parents are same.
          }

        Debug.Log ("dropped  " + fromItem.name +" onto " +gameObject.name);

        // your code would look probably like this:
        YourThings fromThing = fromItem.GetComponent<YourButtons>().info;
        YourThings untoThing = gameObject.GetComponent<YourButtons>().info;

        yourBossyObject.dragHappenedFromTo(fromThing, untoThing);
        }
    }
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Pro*_*mer 7

首先,这篇文章中的所有其他的工作都非常好.我在这方面工作了很长时间,只想在这里发布.它添加了一种方法来防止拖动其他不需要的UI对象.

我的官方目标是在不使用的情况下提供一种方法bool beingDragged = false;.你只是不知道Button或者Image,如果你不喜欢它正在拖动.

拖动UI:

借助于将Rectpoint转换为RectTransform中的Localpoint,RectTransformUtility然后使用它Canvas.transform.TransformPoint来找出子UI的确切位置.

public Canvas parentCanvasOfImageToMove;
Vector2 pos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvasOfImageToMove.transform as RectTransform, eventData.position, parentCanvasOfImageToMove.worldCamera, out pos);
UIToMove.transform.position = parentCanvasOfImageToMove.transform.TransformPoint(pos);
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在其他答案中,拖拽代码看起来比其他拖拽代码更复杂,但它似乎在每个Canvas相机模式下都有效.

检测要拖动的对象:

最简单的方法是创建一个全局变量,您可以使用该变量来保存哪个对象用户想要在OnBeginDrag函数中拖动,然后您可以拖动该对象OnDrag.OnEndDrag调用时将该对象设置为null .

objectToBeDragged = eventData.pointerCurrentRaycast.gameObject;
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必须在OnBeginDrag函数中执行一次,然后将其保存到全局变量中.

您无法在该OnDrag功能中执行以下操作

if (eventData.pointerCurrentRaycast.gameObject == someOtherUI)
{
   someOtherUI....drag
}
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即使假设它起作用,它有时也不会.它甚至有时会返回null OnDrag.这就是必须在OnBeginDrag函数中完成的原因.

检测并拖动按钮与图像:

检测UI是否只是一个Image并且拖动一个Image非常容易.

objectToBeDragged  = eventData.pointerCurrentRaycast.gameObject;
Button tempButton = objectToBeDragged.GetComponent<Button>();
Image tempImage = objectToBeDragged.GetComponent<Image>();
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如果tempImage nulltempButtonnull那么这是一个图像.

检测该用户界面仅仅是一个Button并拖动Button容易的.在侧面/边缘上单击按钮时,Button返回的名称很好.但大部分的时间,在点击Button发生在中间Button这确实不是返回按钮的实例或名称,而是返回Text(子对象).您无法将文本作为按钮移动.它不会工作.

objectToBeDragged  = eventData.pointerCurrentRaycast.gameObject;
Button tempButton = objectToBeDragged.GetComponent<Button>();
Image tempImage = objectToBeDragged.GetComponent<Image>();
Text tempText = objectToBeDragged.GetComponent<Text>();
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如果tempText为空,得到GetComponentInParent的文本的图像和按钮组件.如果Image不为null Button且不为null则为a Button.

if (tempText != null)
{
    tempButton = tempText.GetComponentInParent<Button>();
    tempImage = tempText.GetComponentInParent<Image>();
    if (tempButton != null && tempImage != null)
    {
        //This is a Button
    }
}
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下面是拖动UI图像/面板和按钮的完整脚本.应该拖动的任何按钮都应该放在 UIButtons数组中,任何应该拖动的面板/图像都应该放在UIPanels数组中.它将忽略不在Array中的其他UI.

public class UIDRAGGER : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    public Canvas parentCanvasOfImageToMove;

    //10 UI Buttons (Assign in Editor)
    public Button[] UIButtons;

    //2 UI Panels/Images (Assign in Editor)
    public Image[] UIPanels;

    //Hold which Button or Image is selected
    private Button selectedButton;
    private Image selectedUIPanels;

    //Used to make sure that the UI is position exactly where mouse was clicked intead of the default center of the UI
    Vector3 moveOffset;

    //Used to decide which mode we are in. Button Drag or Image/Panel Mode
    private DragType dragType = DragType.NONE;


    void Start()
    {
        parentCanvasOfImageToMove = gameObject.GetComponent<Canvas>();
    }

    //Checks if the Button passed in is in the array
    bool buttonIsAvailableInArray(Button button)
    {
        bool _isAValidButton = false;
        for (int i = 0; i < UIButtons.Length; i++)
        {
            if (UIButtons[i] == button)
            {
                _isAValidButton = true;
                break;
            }
        }
        return _isAValidButton;
    }

    //Checks if the Panel/Image passed in is in the array
    bool imageIsAvailableInArray(Image image)
    {
        bool _isAValidImage = false;
        for (int i = 0; i < UIPanels.Length; i++)
        {
            if (UIPanels[i] == image)
            {
                _isAValidImage = true;
                break;
            }
        }
        return _isAValidImage;
    }

    void selectButton(Button button, Vector3 currentPos)
    {
        //check if it is in the image array that is allowed to be moved
        if (buttonIsAvailableInArray(button))
        {
            //Make the image the current selected image
            selectedButton = button;
            dragType = DragType.BUTTONS;
            moveOffset = selectedButton.transform.position - currentPos;
        }
        else
        {
            //Clear the selected Button
            selectedButton = null;
            dragType = DragType.NONE;
        }
    }

    void selectImage(Image image, Vector3 currentPos)
    {
        //check if it is in the image array that is allowed to be moved
        if (imageIsAvailableInArray(image))
        {
            //Make the image the current selected image
            selectedUIPanels = image;
            dragType = DragType.IMAGES;
            moveOffset = selectedUIPanels.transform.position - currentPos;
        }
        else
        {
            //Clear the selected Button
            selectedUIPanels = null;
            dragType = DragType.NONE;
        }
    }


    public void OnBeginDrag(PointerEventData eventData)
    {
        GameObject tempObj = eventData.pointerCurrentRaycast.gameObject;

        if (tempObj == null)
        {
            return;
        }

        Button tempButton = tempObj.GetComponent<Button>();
        Image tempImage = tempObj.GetComponent<Image>();
        Text tempText = tempObj.GetComponent<Text>();

        //For Offeset Position
        Vector2 pos;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvasOfImageToMove.transform as RectTransform, eventData.position, parentCanvasOfImageToMove.worldCamera, out pos);


        //Button must contain Text then Image and Button as parant
        //Check if this is an image
        if (tempButton == null || tempImage == null)
        {
            //Button not detected. Check if Button's text was detected
            if (tempText != null)
            {
                //Text detected. Now Look for Button and Image in the text's parent Object
                tempButton = tempText.GetComponentInParent<Button>();
                tempImage = tempText.GetComponentInParent<Image>();

                //Since child is text, check if parents are Button and Image
                if (tempButton != null && tempImage != null)
                {
                    //This is a Button
                    selectButton(tempButton, parentCanvasOfImageToMove.transform.TransformPoint(pos));
                }
                //Check if there is just an image
                else if (tempImage != null)
                {
                    //This is an Image
                    selectImage(tempImage, parentCanvasOfImageToMove.transform.TransformPoint(pos));
                }
            }
            else
            {
                //This is an Image
                selectImage(tempImage, parentCanvasOfImageToMove.transform.TransformPoint(pos));
            }
        }
        //Check if there is just an image
        else if (tempImage != null)
        {
            selectImage(tempImage, parentCanvasOfImageToMove.transform.TransformPoint(pos));
        }
    }

    public void OnDrag(PointerEventData eventData)
    {
        Vector2 pos;
        if (dragType == DragType.BUTTONS)
        {
            RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvasOfImageToMove.transform as RectTransform, eventData.position, parentCanvasOfImageToMove.worldCamera, out pos);
            selectedButton.transform.position = parentCanvasOfImageToMove.transform.TransformPoint(pos) + moveOffset;
        }
        else if (dragType == DragType.IMAGES)
        {
            RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvasOfImageToMove.transform as RectTransform, eventData.position, parentCanvasOfImageToMove.worldCamera, out pos);
            selectedUIPanels.transform.position = parentCanvasOfImageToMove.transform.TransformPoint(pos) + moveOffset;
        }
    }


    public void OnEndDrag(PointerEventData eventData)
    {
        //Buttons
        if (dragType == DragType.BUTTONS || dragType == DragType.IMAGES)
        {
            selectedButton = null;
            selectedUIPanels = null;
            dragType = DragType.NONE;
        }
    }

    DragType getCurrentDragType()
    {
        return dragType;
    }

    private enum DragType { NONE, BUTTONS, IMAGES };
}
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Uri*_*pov 5

对于Draging的东西我只是这样做:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class Draggable : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {



    public void OnBeginDrag(PointerEventData eventData) {

    }

    public void OnDrag(PointerEventData eventData) {
        //Debug.Log ("OnDrag");

        this.transform.position = eventData.position;

        }

    public void OnEndDrag(PointerEventData eventData) {
        Debug.Log ("OnEndDrag");

    }
}
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