Unity 从UI中拖拽对象放置并拖动效果 附demo
- 作者: 海绵体大战扩约肌
- 来源: 51数据库
- 2021-06-27
需求:点击ui,在场景中生成3d对象,对象跟随鼠标移动,放置后可再次拖拽对象,改变其位置。做了一个小demo,如下图所示:

实现大致思路:
- 射线碰撞检测
- 对象空间坐标变换(世界坐标->屏幕坐标、屏幕坐标->世界坐标)
首先为要生成3d对象的ui添加一个鼠标监听事件,脚本如下:
selectimage.cs
using system.collections;
using system.collections.generic;
using unityengine;
using unityengine.eventsystems;
public class selectimage : monobehaviour,ipointerdownhandler{
//需要被实例化的预制
public gameobject inistateprefab;
//实例化后的对象
private gameobject inistateobj;
// use this for initialization
void start () {
if (inistateprefab==null)return;
//实例化预制
inistateobj=instantiate(inistateprefab) as gameobject;
inistateobj.setactive(false);
}
//实现鼠标按下的接口
public void onpointerdown(pointereventdata eventdata)
{
inistateobj.setactive(true);
//将当前需要被实例化的对象传递到管理器中
selectobjmanager.instance.attachnewobject(inistateobj);
}
}
将脚本挂载到ui对象上。
创建一个对象放置管理器,用于处理拖动的放置的逻辑:
selectobjmanager.cs
using system.collections;
using system.collections.generic;
using unityengine;
public class selectobjmanager : monobehaviour {
private static selectobjmanager _instance;
public static selectobjmanager instance {
get { return _instance; }
}
//物体z轴距摄像机的长度
public float _zdistance = 50f;
//对象的缩放系数
public float _scalefactor=1.2f;
//地面层级
public layermask _groundlayermask;
int touchid;
bool isdragging = false;
bool istouchinput = false;
//是否是有效的放置(如果放置在地面上返回true,否则为false)
bool isplacesuccess = false;
//当前要被放置的对象
public gameobject currentplaceobj = null;
//坐标在y轴上的偏移量
public float _yoffset=0.5f;
void awake () {
_instance = this;
}
void update () {
if (currentplaceobj == null) return;
if (checkuserinput()){
movecurrentplaceobj();
}else if (isdragging){
checkifplacesuccess();
}
}
/// <summary>
///检测用户当前输入
/// </summary>
/// <returns></returns>
bool checkuserinput () {
#if !unity_editor&&(unity_android||unity_ios)
if (input.touches.length > 0) {
if (!istouchinput) {
istouchinput = true;
touchid = input.touches[0].fingerid;
return true;
} else if (input.gettouch (touchid).phase == touchphase.ended) {
istouchinput = false;
return false;
} else {
return true;
}
}
return false;
#else
return input.getmousebutton (0);
#endif
}
/// <summary>
///让当前对象跟随鼠标移动
/// </summary>
void movecurrentplaceobj () {
isdragging = true;
vector3 point;
vector3 screenposition;
#if !unity_editor&&(unity_android||unity_ios)
touch touch = input.gettouch (touchid);
screenposition = new vector3 (touch.position.x, touch.position.y, 0);
#else
screenposition = input.mouseposition;
#endif
ray ray = camera.main.screenpointtoray (screenposition);
raycasthit hitinfo;
if (physics.raycast (ray, out hitinfo, 1000, _groundlayermask)) {
point = hitinfo.point;
isplacesuccess = true;
} else {
point = ray.getpoint (_zdistance);
isplacesuccess = false;
}
currentplaceobj.transform.position = point+new vector3(0,_yoffset,0);
currentplaceobj.transform.localeulerangles = new vector3 (0, 60, 0);
}
/// <summary>
///在指定位置化一个对象
/// </summary>
void createplaceobj(){
gameobject obj=instantiate(currentplaceobj) as gameobject;
obj.transform.position=currentplaceobj.transform.position;
obj.transform.localeulerangles=currentplaceobj.transform.localeulerangles;
obj.transform.localscale*=_scalefactor;
//改变这个对象的layer为drag,以便后续拖动检测
obj.layer=layermask.nametolayer("drag");
}
/// <summary>
///检测是否放置成功
/// </summary>
void checkifplacesuccess(){
if (isplacesuccess){
createplaceobj();
}
isdragging=false;
currentplaceobj.setactive(false);
currentplaceobj=null;
}
/// <summary>
/// 将要创建的对象传递给当前对象管理器
/// </summary>
/// <param name="newobject"></param>
public void attachnewobject(gameobject newobject){
if (currentplaceobj){
currentplaceobj.setactive(false);
}
currentplaceobj=newobject;
}
}
脚本中都有详细注释,我就不多解释了。
创建一个脚本,用于处理放置成功后,再次改变位置的逻辑:
dragobject.cs
using system.collections;
using system.collections.generic;
using unityengine;
public class dragobject : monobehaviour {
//只针对指定的层级进行拖动
public layermask _draglayermask;
//指定当前要拖动的对象
public transform currenttransform;
//是否可以拖动当前对象
public bool isdrag = false;
//用于存储当前需要拖动的对象在屏幕空间中的坐标
vector3 screenpos = vector3.zero;
//当前需要拖动对象的坐标相对于鼠标在世界空间坐标中的偏移量
vector3 offset = vector3.zero;
void update () {
if (input.getmousebuttondown (0)) {
//将鼠标输入点转化为一条射线
ray ray = camera.main.screenpointtoray (input.mouseposition);
raycasthit hitinfo;
//如果当前对象与指定的层级发生碰撞,表示当前对象可以被拖动
if (physics.raycast (ray, out hitinfo, 1000f, _draglayermask)) {
isdrag = true;
//将当前需要拖动的对象赋值为射线碰撞到的对象
currenttransform = hitinfo.transform;
//将当前对象的世界坐标转化为屏幕坐标
screenpos = camera.main.worldtoscreenpoint (currenttransform.position);
//将鼠标的屏幕坐标转换为世界空间坐标,再与当前要拖动的对象计算两者的偏移量
offset = currenttransform.position - camera.main.screentoworldpoint (new vector3 (input.mouseposition.x, input.mouseposition.y, screenpos.z));
} else {
isdrag = false;
}
}
if (input.getmousebutton (0)) {
if (isdrag == true) {
var currentscreenpos = new vector3 (input.mouseposition.x, input.mouseposition.y, screenpos.z);
//鼠标的屏幕空间坐标转化为世界坐标,并加上偏移量
var currentpos = camera.main.screentoworldpoint (currentscreenpos) + offset;
currenttransform.position = currentpos;
}
}
if (input.getmousebuttonup (0)) {
isdrag = false;
currenttransform = null;
}
}
}
主要是一些坐标空间的变换和计算。
多余的我就不说了,脚本中都有很详细的注释,demo地址扫码后当前文章末尾获取。
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