17

如今,在 Unity 中拖动 UI 元素非常容易:制作一些 UI 项。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 等所示)。

DragIt下面:你到底是如何在手指下正确移动 UI 面板的?

假设您有一个大面板,有十个 UIButton 坐在面板Dragster上,按钮上有按钮。RectTransform坐标和鼠标指针有什么关系...

简而言之,您如何在下面的 DragIt() 处移动其中一个按钮?

/* 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);
        }
    }
4

4 回答 4

12

我会让你的脚本实现拖动接口

public class Dragster:MonoBehaviour,IBeginDragHandler, IEndDragHandler, IDragHandler

这将使您的DragIt功能成为

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

让您可以访问该事件的增量(鼠标移动了多少)以便能够移动您的对象。

如果您仍然更愿意使用 EventTrigger 组件(不太喜欢的方式),您只需将您的DragIt函数更改为DragIt(PointerEventData eventData)并使用下拉菜单中的 Dynamic EvenData 选项,以便触发器接收 PointerEventData 以访问增量信息


这实际上是一个基于 Uri & Colton 代码的拖放“UnityEngine.UI”项目的完整、完整的解决方案。只需复制和粘贴。

Unity UI、wtt Colton 和 Uri 的惊人的复制和粘贴功能:

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);
        }
    }
于 2016-05-27T02:37:53.860 回答
9

首先,这篇文章中的所有其他答案都运行良好。我为此工作了很长时间,只是想把它贴在这里。它添加了一种防止其他不需要的 UI 对象被拖动的方法。

我的官方目标是提供一种不使用bool beingDragged = false;. 如果你那样做,你就不会知道哪个ButtonImage被拖了。

拖动界面

将 Screenpoint 转换为 RectTransform 中的本地点,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);

拖动代码在其他答案中看起来比其他拖动代码更复杂,但它似乎在每个 Canvas 相机模式下都有效。

检测将要拖动哪个对象

最简单的方法是创建一个全局变量,您可以使用它来保存用户想要在OnBeginDrag函数中拖动的对象,然后您可以将该对象拖动到OnDrag. 调用时将该对象设置为 null OnEndDrag

objectToBeDragged = eventData.pointerCurrentRaycast.gameObject;

这必须在OnBeginDrag函数中完成一次,然后保存到全局变量中。

您不能在OnDrag函数中执行以下操作

if (eventData.pointerCurrentRaycast.gameObject == someOtherUI)
{
   someOtherUI....drag
}

即使它应该起作用,但有时却不起作用。它甚至有时在OnDrag. 这就是为什么它必须在OnBeginDrag函数中完成。

检测和拖动按钮与图像

检测 UI 是否只是一个Image并拖动一个Image非常容易。

objectToBeDragged  = eventData.pointerCurrentRaycast.gameObject;
Button tempButton = objectToBeDragged.GetComponent<Button>();
Image tempImage = objectToBeDragged.GetComponent<Image>();

如果tempImage不是,那么 就是一个图像。nulltempButtonnull

检测 UI 是否只是 aButton并拖动 aButton并不容易。当在side/edge上单击 Button 时,返回的名称Button很好。但大多数情况下,单击 aButton发生在中间Button不会返回 Button 的实例或名称,而是返回Text(子对象)。您不能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>();

如果tempText不为null,则获取TextGetComponentInParentImage 和 Button 组件。如果Image不为空Button且不为空,则它是Button.

if (tempText != null)
{
    tempButton = tempText.GetComponentInParent<Button>();
    tempImage = tempText.GetComponentInParent<Image>();
    if (tempButton != null && tempImage != null)
    {
        //This is a Button
    }
}

下面是拖拽 UI Image/Panel 和 Button 的完整脚本。任何应该拖动的按钮都应该放在 UIButtons数组中,任何应该拖动的面板/图像都应该放在UIPanels数组中。它将忽略不在数组中的其他 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 };
}
于 2016-05-27T17:30:41.153 回答
7

对于拖动东西,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");
    
    }
}

这是相同的惊人的 URIPOPOV 代码,具有两个简单的功能,您在拖动时总是需要这些功能:

// allow dragging with two basic problem fixes:
// - limit drag to the parent box
// - don't "jump" based on where you hold down

100% 测试:

using UnityEngine;
using UnityEngine.EventSystems;

public class AmazingUPDrag : MonoBehaviour,
               IBeginDragHandler, IDragHandler, IEndDragHandler
{
    Vector2 dragOffset = Vector2.zero;
    Vector2 limits = Vector2.zero;

    public void OnBeginDrag(PointerEventData eventData)
    {
        dragOffset = eventData.position - (Vector2)transform.position;
        limits = transform.parent.GetComponent<RectTransform>().rect.max;
    }

    public void OnDrag(PointerEventData eventData)
    {
        transform.position = eventData.position - dragOffset;
        var p = transform.localPosition;
        if (p.x < -limits.x) { p.x = -limits.x; }
        if (p.x > limits.x) { p.x = limits.x; }
        if (p.y < -limits.y) { p.y = -limits.y; }
        if (p.y > limits.y) { p.y = limits.y; }
        transform.localPosition = p;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        dragOffset = Vector2.zero;
    }
}
于 2016-05-27T12:15:18.583 回答
0

好的,所以第一个解决方案适用于 UI 元素(覆盖画布)来自@programmer 的解决方案也适用于其他画布,但对我的使用有一些开销。所以在这里我提取了我认为拖动“当前对象”所需的最小值

using UnityEngine.EventSystems;

public class SomeObject : MonoBehaviour, IBeginDragHandler, IDragHandler
{
  private Canvas parentCanvas;
  private Vector3 moveOffset;

  void Start()
  {
      // get the "nearest Canvas"
      parentCanvas = GetComponentsInParent<Canvas>()[0];
      // you could get the Camera of this Canvas here as well and like @ina suggests add a null check for that and otherwise use Camera.Main
  }
  public void OnBeginDrag(PointerEventData eventData)
  {

      //For Offset Position so the object won't "jump" to the mouse/touch position
      RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvas.transform as RectTransform, eventData.position, parentCanvas.worldCamera, out Vector2 pos);
      moveOffset = transform.position - parentCanvas.transform.TransformPoint(pos);

  }

  public void OnDrag(PointerEventData eventData)
  {
      RectTransformUtility.ScreenPointToLocalPointInRectangle(parentCanvas.transform as RectTransform, eventData.position, parentCanvas.worldCamera, out Vector2 pos);
      transform.position = parentCanvas.transform.TransformPoint(pos) + moveOffset;
  }
}

代码由从我的实际课程中获取的行组成,因此它不是经过测试的脚本。当然你需要一些用途

于 2021-06-15T10:33:32.827 回答