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 /// param name="canvas"/param /// returns/returns public GameObject GetOverUI(GameObject canvas) { PointerEventData pointerEve
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> /// <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。
脚本:
/************************************************************ * 版本声明:v1.0.0 * 类 名 称:MouseOverController.cs * 创建日期:2019/8/10 16:10:44 * 作者名称:末零 * 功能描述:获取鼠标停留处的物体 ************************************************************/ 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
首先被检测的物体要有collider
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
鼠标点击位置:
直接访问Input.mousePosition属性,返回一个三维屏幕坐标,即鼠标的坐标。
UI物体的屏幕坐标:
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自由互联。如有错误或未考虑完全的地方,望不吝赐教。