将脚本拖到需要实现拖拽功能的UI图片上即可
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class UIDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {
[Header("是否精准拖拽")]
public bool m_isPrecision;
//存储图片中心点与鼠标点击点的偏移量
private Vector3 m_offset;
//存储当前拖拽图片的RectTransform组件
private RectTransform m_rt;
void Start()
{
//初始化
m_rt = gameObject.GetComponent<RectTransform>();
}
//开始拖拽触发
public void OnBeginDrag(PointerEventData eventData)
{
//如果精准拖拽则进行计算偏移量操作
if (m_isPrecision)
{
//存储点击时的鼠标坐标
Vector3 tWorldPos;
//UI屏幕坐标转换为世界坐标
RectTransformUtility.ScreenPointToWorldPointInRectangle(m_rt, eventData.position, eventData.pressEventCamera, out tWorldPos);
//计算偏移量
m_offset = transform.position - tWorldPos;
}
//否则 默认偏移量为0
else
{
m_offset = Vector3.zero;
}
SetDraggedPosition(eventData);
}
//拖拽过程中触发
public void OnDrag(PointerEventData eventData)
{
SetDraggedPosition(eventData);
}
//结束拖拽触发
public void OnEndDrag(PointerEventData eventData)
{
SetDraggedPosition(eventData);
}
/// <summary>
/// 设置图片位置方法
/// </summary>
/// <param name="eventData"></param>
private void SetDraggedPosition(PointerEventData eventData)
{
//存储当前鼠标所在位置
Vector3 globalMousePos;
//UI屏幕坐标转换为世界坐标
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_rt, eventData.position, eventData.pressEventCamera, out globalMousePos))
{
//设置位置及偏移量
m_rt.position = globalMousePos + m_offset;
}
}
}