Unity 怎样判断鼠标是否在哪个UI上(两种方法)

  • 第一种

     可以得到UI,再根据名字判断是不是自己自己要点击的UI
     其中参数canvas拖入此UI的canvas
    
    	/// <summary>
        /// 获取鼠标停留处UI
        /// </summary>
        /// <param name="canvas"></param>
        /// <returns></returns>
        public GameObject GetOverUI(GameObject canvas)
        {
          
          
            PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
            pointerEventData.position = Input.mousePosition;
            GraphicRaycaster gr = canvas.GetComponent<GraphicRaycaster>();
            List<RaycastResult> results = new List<RaycastResult>();
            gr.Raycast(pointerEventData, results);
            if (results.Count != 0)
            {
          
          
                return results[0].gameObject;
            }
            return null;
        }
    
    
  • 第二种

     rect 为要判断的那个UI的RectTransform
    
    bool isUI = RectTransformUtility.RectangleContainsScreenPoint(rect, Input.mousePosition)
    

    补充:Unity中判断鼠标或者手指是否点击在UI上(UGUI)

    在Unity场景中,有时UI和游戏角色都需要响应触摸事件,如果同时响应可能就会出现点击UI的时候影响到了游戏角色。所以我们需要对所点击到的东西做判断,
    这里使用UGUI系统自带的方法和射线检测的方式,判断是否点击到UI上:

  • 第一种方法,直接在Update中判断:

    void Update()
        {
          
                
            //判断是否点击UI
            if (Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began))
            {
          
          
                //移动端
                if (Application.platform == RuntimePlatform.Android ||
                            Application.platform == RuntimePlatform.IPhonePlayer)
                {
          
          
                    int fingerId = Input.GetTouch(0).fingerId;
                    if (EventSystem.current.IsPointerOverGameObject(fingerId))
                    {
          
          
                        Debug.Log("点击到UI");                    
                    }
                }
                //其它平台
                else
                {
          
          
                    if (EventSystem.current.IsPointerOverGameObject())
                    {
          
          
                        Debug.Log("点击到UI");                    
                    }
                }
            }
    
    
  • 第二种方式:射线检测

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.EventSystems; 
    public class NewBehaviourScript : MonoBehaviour
    {
          
          
        // Update is called once per frame
        void Update()
        {
          
          
            //移动端
            if (Application.platform == RuntimePlatform.Android ||
                        Application.platform == RuntimePlatform.IPhonePlayer)
            {
          
          
                if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
                {
          
          
                    if (IsPointerOverGameObject(Input.GetTouch(0).position))
                    {
          
          
                        Debug.Log("点击到UI");
                    }
                }            
            }
            //其它平台
            else
            {
          
          
                if(Input.GetMouseButtonDown(0))
                {
          
          
                    if (IsPointerOverGameObject(Input.mousePosition))
                    {
          
          
                        Debug.Log("点击到UI");
                    }
                }            
            }
        }
     
        /// <summary>
        /// 检测是否点击UI
        /// </summary>
        /// <param name="mousePosition"></param>
        /// <returns></returns>
        private bool IsPointerOverGameObject(Vector2 mousePosition)
        {
          
                 
            //创建一个点击事件
            PointerEventData eventData = new PointerEventData(EventSystem.current);
            eventData.position = mousePosition;
            List<RaycastResult> raycastResults = new List<RaycastResult>();
            //向点击位置发射一条射线,检测是否点击UI
            EventSystem.current.RaycastAll(eventData, raycastResults);
            if (raycastResults.Count > 0)
            {
          
          
                return true;
            }
            else
            {
          
          
                return false;
            }
        }
    }
    

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转载自blog.csdn.net/qq_39735878/article/details/127243559