Den*_*Liu 58 c# unity-game-engine
如何在Android上的Canvas on Touch上检测UI对象?
例如,我有具有5个对象,诸如帆布Image,RawImage,Buttons,InputField等.
当我触摸按钮UI对象然后做一些事情.单击依赖时,每个按钮执行不同的过程.
代码如下所示:
private void Update()
{
if (Input.touches.Length <= 0) return;
for (int i = 0; i < Input.touchCount; i++)
{
if (Button1.touch)
if (Input.GetTouch(i).phase == TouchPhase.Began)
login();
else if (Button2.touch && Input.GetTouch(i).phase == TouchPhase.Began)
LogOut();
}
}
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那怎么办呢?
第二:如何检测Gameobject获取触摸?是否与上述相同?
Pro*_*mer 121
您不要将Input API用于新UI.您可以根据事件订阅UI事件或实现界面.
这些是检测新UI组件上事件的正确方法:
实现所需的接口并覆盖其功能.下面的示例实现了最常用的事件.
using UnityEngine.EventSystems;
public class ClickDetector : MonoBehaviour, IPointerDownHandler, IPointerClickHandler,
IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler,
IBeginDragHandler, IDragHandler, IEndDragHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Drag Begin");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("Drag Ended");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Mouse Down: " + eventData.pointerCurrentRaycast.gameObject.name);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Mouse Enter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Mouse Exit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("Mouse Up");
}
}
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2.Button零件:
您可以使用事件注册Button按钮:
public class ButtonClickDetector : MonoBehaviour
{
public Button button1;
public Button button2;
public Button button3;
void OnEnable()
{
//Register Button Events
button1.onClick.AddListener(() => buttonCallBack(button1));
button2.onClick.AddListener(() => buttonCallBack(button2));
button3.onClick.AddListener(() => buttonCallBack(button3));
}
private void buttonCallBack(Button buttonPressed)
{
if (buttonPressed == button1)
{
//Your code for button 1
Debug.Log("Clicked: " + button1.name);
}
if (buttonPressed == button2)
{
//Your code for button 2
Debug.Log("Clicked: " + button2.name);
}
if (buttonPressed == button3)
{
//Your code for button 3
Debug.Log("Clicked: " + button3.name);
}
}
void OnDisable()
{
//Un-Register Button Events
button1.onClick.RemoveAllListeners();
button2.onClick.RemoveAllListeners();
button3.onClick.RemoveAllListeners();
}
}
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如果您在按钮检测比巴顿点击其他的东西,然后使用方法.例如,按钮并没有按钮点击,利用IPointerDownHandler其OnPointerDown从方法1功能.
3.InputField零件:
您使用事件注册以注册InputField提交:
public InputField inputField;
void OnEnable()
{
//Register InputField Events
inputField.onEndEdit.AddListener(delegate { inputEndEdit(); });
inputField.onValueChanged.AddListener(delegate { inputValueChanged(); });
}
//Called when Input is submitted
private void inputEndEdit()
{
Debug.Log("Input Submitted");
}
//Called when Input changes
private void inputValueChanged()
{
Debug.Log("Input Changed");
}
void OnDisable()
{
//Un-Register InputField Events
inputField.onEndEdit.RemoveAllListeners();
inputField.onValueChanged.RemoveAllListeners();
}
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4.Slider零件:
要在拖动期间检测滑块值何时更改:
public Slider slider;
void OnEnable()
{
//Subscribe to the Slider Click event
slider.onValueChanged.AddListener(delegate { sliderCallBack(slider.value); });
}
//Will be called when Slider changes
void sliderCallBack(float value)
{
Debug.Log("Slider Changed: " + value);
}
void OnDisable()
{
//Un-Subscribe To Slider Event
slider.onValueChanged.RemoveListener(delegate { sliderCallBack(slider.value); });
}
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对于其他事件,请使用方法1.
5.Dropdown零件
public Dropdown dropdown;
void OnEnable()
{
//Register to onValueChanged Events
//Callback with parameter
dropdown.onValueChanged.AddListener(delegate { callBack(); });
//Callback without parameter
dropdown.onValueChanged.AddListener(callBackWithParameter);
}
void OnDisable()
{
//Un-Register from onValueChanged Events
dropdown.onValueChanged.RemoveAllListeners();
}
void callBack()
{
}
void callBackWithParameter(int value)
{
}
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非UI对象:
6.对于3D对象(网格渲染器/任何3D对撞机)
添加PhysicsRaycaster到相机然后使用方法1中的任何事件.
下面的代码将自动添加PhysicsRaycaster到主要代码中Camera.
public class MeshDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysicsRaycaster();
}
void addPhysicsRaycaster()
{
PhysicsRaycaster physicsRaycaster = GameObject.FindObjectOfType<PhysicsRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
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7.对于2D对象(Sprite渲染器/任何2D对撞机)
添加Physics2DRaycaster到相机然后使用方法1中的任何事件.
下面的代码将自动添加Physics2DRaycaster到主要代码中Camera.
public class SpriteDetector : MonoBehaviour, IPointerDownHandler
{
void Start()
{
addPhysics2DRaycaster();
}
void addPhysics2DRaycaster()
{
Physics2DRaycaster physicsRaycaster = GameObject.FindObjectOfType<Physics2DRaycaster>();
if (physicsRaycaster == null)
{
Camera.main.gameObject.AddComponent<Physics2DRaycaster>();
}
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("Clicked: " + eventData.pointerCurrentRaycast.gameObject.name);
}
//Implement Other Events from Method 1
}
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在UI,2D对象(Sprite渲染器/任何2D对撞机)和3D对象(网格渲染器/任何3D对撞机)上未检测到任何点击:
A.检查您是否有EventSystem.没有EventSystem,它根本无法检测到点击次数.如果您没有,请自行创建.
转到GameObject ---> UI ---> Event System.如果它还不存在,这将创建一个EventSystem.如果它已经存在,Unity将忽略它.
B.具有UI组件的UI组件或GameObject必须位于a Canvas.这意味着Canvas必须是UI组件的父级.如果没有这个,EventSystem将无法运行,也无法检测到点击.
这仅适用于UI对象.它并不适用于2D(精灵渲染器/任何2D撞机)或3D对象(网格渲染器/任何3D撞机).
C.如果这是3D对象,PhysicsRaycaster则不会连接到相机.确保PhysicsRaycaster已连接到相机.有关更多信息,请参见上面的#6.
D.如果这是2D对象,Physics2DRaycaster则不会连接到相机.确保Physics2DRaycaster已连接到相机.有关更多信息,请参阅上面的#7.
Ë.如果这是您要检测与接口功能,如点击一个UI对象OnBeginDrag,OnPointerClick,OnPointerEnter和中提到的其它功能#1然后与检测代码的脚本必须附加到UI对象要检测点击.
F.另外,如果这是一个想要检测点击次数的UI对象,请确保其前面没有其他UI对象.如果您想要检测到的那个UI前面有另一个用户界面,则会阻止该点击.
要验证这不是问题,请禁用Canvas下的每个对象,但要检测的对象除外,然后查看是否有效.
小智 5
您也可以使用OnMouseDown。当用户在GUIElement或Collider上方按下鼠标按钮时,将调用OnMouseDown。此事件发送到Collider或GUIElement的所有脚本。
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement; // The new load level needs this
public class ExampleClass : MonoBehaviour
{
void OnMouseDown()
{
// Edit:
// Application.LoadLevel("SomeLevel");
// Application.LoadLevel() is depreciating but still works
SceneManager.LoadScene("SomeLevel"); // The new way to load levels
}
}
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