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Unity 2D和3D对象的点击

清风 2018-11-09 34浏览

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这篇文章给大家分别介绍下如何判断2D和3D对象的点击,想了解2D和3D对象的点击有何不同就来看看吧。

1、2D对象响应点击

(1)Canvas对象上有Graphic Raycaster

(2)被点击的对象加上Image,并勾选Raycast Target

(3)场景里有唯一对象挂上EventSystem和StandaloneInputModule

(4)被点击的对象加上Button,然后调用:
        GetComponent<Button>().onClick.AddListener(() =>
        {
            Debug.Log("button click");
        });

2、3D对象响应点击

(1)看3d对象的camera上挂上Physics Raycaster

(2)被点击对象上加上Box Collider

(3)场景里有唯一对象挂上EventSystem和StandaloneInputModule

(4)挂上点击脚本,内容如下:
public class SceneObjClick : EventTrigger {
    public override void OnPointerClick(PointerEventData eventData)
    {
        base.OnPointerClick(eventData);
        Debug.Log("Scene Obj Click");
    }
    public override void OnDrag(PointerEventData eventData)
    {
        base.OnDrag(eventData);
        Debug.Log("Scene Obj Drag");
    }
}

其中EventTrigger.cs是unity自身的脚本,内如如下:
namespace UnityEngine.EventSystems
{
    //
    // 摘要:
    //     ///
    //     Receives events from the EventSystem and calls registered functions for each
    //     event.
    //     ///
    [AddComponentMenu("Event/Event Trigger")]
    public class EventTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IInitializePotentialDragHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IScrollHandler, IUpdateSelectedHandler, ISelectHandler, IDeselectHandler, IMoveHandler, ISubmitHandler, ICancelHandler, IEventSystemHandler
    {
        //
        // 摘要:
        //     ///
        //     All the functions registered in this EventTrigger (deprecated).
        //     ///
        [Obsolete("Please use triggers instead (UnityUpgradable) -> triggers", true)]
        public List<Entry> delegates;
        protected EventTrigger();
        //
        // 摘要:
        //     ///
        //     All the functions registered in this EventTrigger.
        //     ///
        public List<Entry> triggers { get; set; }
        //
        // 摘要:
        //     ///
        //     Called before a drag is started.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnBeginDrag(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Cancel event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnCancel(BaseEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a new object is being selected.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnDeselect(BaseEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem every time the pointer is moved during dragging.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnDrag(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when an object accepts a drop.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnDrop(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem once dragging ends.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnEndDrag(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a drag has been found, but before it is valid
        //     to begin the drag.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnInitializePotentialDrag(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Move event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnMove(AxisEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Click event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnPointerClick(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a PointerDown event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnPointerDown(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when the pointer enters the object associated with
        //     this EventTrigger.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnPointerEnter(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when the pointer exits the object associated with this
        //     EventTrigger.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnPointerExit(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a PointerUp event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnPointerUp(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Scroll event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnScroll(PointerEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Select event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnSelect(BaseEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when a Submit event occurs.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnSubmit(BaseEventData eventData);
        //
        // 摘要:
        //     ///
        //     Called by the EventSystem when the object associated with this EventTrigger is
        //     updated.
        //     ///
        //
        // 参数:
        //   eventData:
        //     Current event data.
        public virtual void OnUpdateSelected(BaseEventData eventData);
        //
        // 摘要:
        //     ///
        //     An Entry in the EventSystem delegates list.
        //     ///
        public class Entry
        {
            //
            // 摘要:
            //     ///
            //     The desired TriggerEvent to be Invoked.
            //     ///
            public TriggerEvent callback;
            //
            // 摘要:
            //     ///
            //     What type of event is the associated callback listening for.
            //     ///
            public EventTriggerType eventID;
            public Entry();
        }
        //
        // 摘要:
        //     ///
        //     UnityEvent class for Triggers.
        //     ///
        public class TriggerEvent : UnityEvent<BaseEventData>
        {
            public TriggerEvent();
        }
    }
}

3、点击原理

底层调用Physics.RaycastAll,从摄像机发出一条射线,拿到所有碰撞到的物体,进行排序,获取第一个碰撞物体,然后获取该物体上得事件函数,进行调用。事件函数有EventTrigger继承的那些接口。