当前位置: 首页 > news >正文

UnityUI:Canvas框架获取鼠标悬浮UI

将下面脚本挂在主体Canvas上,Canvas会对下面所有Image挂上PointerHandler脚本,并且可以通过GetPointEnter方法判断当前鼠标是否悬停在UI上

public class BaseCanvas : MonoBehaviour
{public static BaseCanvas Main;private void Awake(){Main = this;Init();}public Dictionary<GameObject, PointerHandler> pointerHandler = new Dictionary<GameObject, PointerHandler>();void Init(){List<Image> images = new List<Image>();GetChildComponect(transform, ref images);foreach (Image image in images){image.gameObject.AddComponent<PointerHandler>();image.Init();}}void GetChildComponect<T>(Transform t,ref List<T> list){if(t.GetComponent<T>() != null){list.Add(t.GetComponent<T>());}if (t.childCount > 0){for (int i = 0; i < t.childCount; i++){GetChildComponect<T>(t.GetChild(i), ref list);}}}public bool GetPointEnter(){foreach (var handler in pointerHandler){if (handler.Value.mouseIn){return true;}}return false;}
}

下面是PointerHandler脚本,其余脚本可以获取这个脚本并写入事件,这个脚本在触发点击或拖拽时会调用对应的事件

using System;
using UnityEngine;
using UnityEngine.EventSystems;public class PointerHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IDragHandler
{public bool mouseIn;public Action<PointerHandler, PointerEventData> pointerEnter = (part, data) => { };public Action<PointerHandler, PointerEventData> pointerExit = (part, data) => { };public Action<PointerHandler, PointerEventData> pointerDown = (part, data) => { };public Action<PointerHandler, PointerEventData> pointerUp = (part, data) => { };public Action<PointerHandler, PointerEventData> pointerClick = (part, data) => { };public Action<PointerHandler, PointerEventData> pointerDrag = (part, data) => { };public void ResetAction(){pointerEnter = (part, data) => { };pointerExit = (part, data) => { };pointerDown = (part, data) => { };pointerUp = (part, data) => { };pointerClick = (part, data) => { };pointerDrag = (part, data) => { };}public void Init(){BaseCanvas.Main.baseUIEvents[gameObject] = this;}private void OnDestroy(){BaseCanvas.Main.baseUIEvents.Remove(gameObject);}private void OnDisable(){mouseIn = false;}public void OnPointerEnter(PointerEventData eventData){mouseIn = true;pointerEnter(this, eventData);}public void OnPointerExit(PointerEventData eventData){mouseIn = false;pointerExit(this, eventData);}public void OnPointerDown(PointerEventData eventData){pointerDown(this, eventData);}public void OnPointerUp(PointerEventData eventData){pointerUp(this, eventData);}public void OnPointerClick(PointerEventData eventData){pointerClick(this, eventData);}public void OnDrag(PointerEventData eventData){pointerDrag(this, eventData);}
}
http://www.dtcms.com/a/133335.html

相关文章:

  • CExercise_05_1伪随机数_2编写程序模拟掷骰子的游戏(每一次投掷,都投掷两个骰子)
  • RocketMQ 03
  • 【中大厂面试题】腾讯云 java 后端 最新面试题
  • win10win11启用组策略编辑器
  • SBTI认证的意义,什么是SBTI认证,sbti科学碳目标的好处
  • Ubuntu上docker、docker-compose的安装
  • git回退到指定版本
  • oracle 重建控制文件
  • 基于Android的旅游自助APP(源码+lw+部署文档+讲解),源码可白嫖!
  • .NET MCP 示例
  • 履带小车+六轴机械臂(2)
  • 【双指针】有效三⻆形的个数(medium)
  • Git - 怎么把当前修改追加到前面某个commit中
  • AI IDE 提示词
  • 干货 | 高性能 Nginx 优化配置总结
  • Python基础知识(一、基础语法)
  • Allure安装与使用【macOS】
  • 中兴B860AV3.2-U-晶晨S905L3B芯片-安卓9.0-2+8G-线刷固件包
  • 从零搭建高并发体育直播网站:架构设计、核心技术与性能优化实战
  • Linux LED驱动(gpio子系统)
  • 前端面试宝典---原型链
  • 视频设备轨迹回放平台EasyCVR打造货运汽车安全互联网视频监控与管理方案
  • 每日一题——云服务计费问题
  • L1-100 四项全能
  • html:文件上传-一次性可上传多个文件,将文件展示到页面(可删除
  • 语音识别——根据声波能量、VAD 和 频谱分析周围是否有人说话
  • 驾驭 Linux 云: JavaWeb 项目安全部署
  • leetcode第二题
  • 循环神经网络 - 门控循环单元网络之参数学习
  • UE5 Chaos :渲染网格体 (Render Mesh) 和模拟网格体 是如何关联的?为什么模拟网格体 可以驱动渲染网格体?