根据UGUI的射线检测机制获取当前鼠标下的UI: /// <summary> /// 获取鼠标停留处UI /// </summary>
/// <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;
}
其中,results为鼠标下UI的列表。
不仅适用于UGUI,可以在摄像机上添加PhysicsRaycaster组件,传参为摄像机,这样就可以获取3D物体。
/// <summary>
/// 获取鼠标停留处物体
/// </summary>
/// <param name="raycaster"></param>
/// <returns></returns>
public GameObject GetOverGameObject(GameObject raycaster)
{
PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
pointerEventData.position = Input.mousePosition;
PhysicsRaycaster pr = raycaster.GetComponent<PhysicsRaycaster>();
List<RaycastResult> results = new List<RaycastResult>();
pr.Raycast(pointerEventData, results);
if (results.Count != 0)
{
return results[0].gameObject;
}
return null;
}
刚遇到一个问题,我的UI点击包括3D物体点击都是用的EventSystem,也就是上面的方法,这时用
UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject()这个方法去判断鼠标是否在UI上,就会出现鼠标在3D物体上也会拿到返回值,(没有去研究传参index的用法),直接选择了上面获取UI的获取方法。
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LastZero.Utility
{
public class MouseOverController
{
/// <summary>
/// 获取鼠标停留处UI
/// </summary>
/// <param name="canvas"></param>
/// <returns></returns>
public static 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;
}
/// <summary>
/// 获取鼠标停留处UI
/// </summary>
/// <param name="canvas"></param>
/// <returns></returns>
public static GameObject GetOverGameObject(GameObject camera)
{
if (camera.GetComponent<PhysicsRaycaster>() == null)
camera.AddComponent<PhysicsRaycaster>();
PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
pointerEventData.position = Input.mousePosition;
PhysicsRaycaster gr = camera.GetComponent<PhysicsRaycaster>();
List<RaycastResult> results = new List<RaycastResult>();
gr.Raycast(pointerEventData, results);
if (results.Count != 0)
{
return results[0].gameObject;
}
return null;
}
}
}
补充:unity中鼠标经过一个物体时出现提示
using UnityEngine;
using System.Collections;
public class Cube : MonoBehaviour {
// public TransfORM cube;
bool isshowTip;
// // Use this for initialization
void Start () {
isShowTip=false;
}
void OnMouseEnter () {
isShowTip=true;
//Debug.Log (cube.name);//可以得到物体的名字
}
void OnMouseExit () {
isShowTip=false;
}
void OnGUI () {
if (isShowTip){
GUI.Label(new Rect(Input.mousePosition.x,Screen.height-Input.mousePosition.y,100,40),"afdasdfasdf");
}
}
}
补充:Unity中UGUI中获取鼠标点击位置以及UI物体的屏幕坐标
直接访问Input.mousePosition属性,返回一个三维屏幕坐标,即鼠标的坐标。
RectTransformUtility.WordToScreenPoint(Camera.main, rectTransform.position),返回的是二维屏幕坐标。
以上为个人经验,希望能给大家一个参考,也希望大家多多支持编程网。如有错误或未考虑完全的地方,望不吝赐教。
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