unity 手指旋转角色的功能
1. 需求说明
1.1 可以用手指进行旋转。
1.2 点击角色时可以触发事件
2. Unity 鼠标点击3D物体的方法
2.1 第一种 OnMouse
在需要检测的物体上 首先物体要有Collider 添加脚本 使用OnMouse系列方法(脚本的enable不影响OnMouse的调用)
//当鼠标悬停在网格上时,
void OnMouseEnter()
{
}
// ...当鼠标悬浮在物体上
void OnMouseOver()
{
}
// ...当鼠标移开时
void OnMouseExit()
{
}
// ...当鼠标点击
void OnMouseDown()
{
}
// ...当鼠标抬起
void OnMouseUp()
{
}
2.2 第二种方法 射线检测(首先物体要有Collider 然后挂载脚本)
using UnityEngine;
using System.Collections;
public class RayCastHitControl : MonoBehaviour
{
Ray ray;
RaycastHit hit;
GameObject obj;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log("点击鼠标左键");
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
Debug.Log(hit.collider.gameObject.name);
obj = hit.collider.gameObject;
//通过名字
if (obj.name.Equals("BeiJiuChuan"))
{
Debug.Log("点中"+obj.name);
}
//通过标签
if (obj.tag == "move")
{
Debug.Log("点中" + obj.name);
}
}
}
}
}
2.3 第三种方法 游戏物体 EventTrigger 物体动态事件监听
先说一下 有哪些封装好的公共方法
OnBeginDrag //在拖动开始之前调用。
OnCancel //发生Cancel事件时由EventSystem调用。
OnDeselect //在选择新对象时由EventSystem调用。
ondragDown //每次在拖动期间移动指针时由EventSystem调用。
OnDrop //当对象接受丢弃时由EventSystem调用。
OnEndDrag //拖动结束后由EventSystem调用。
OnInitializePotentialDrag //在找到拖动时,但在有效开始拖动之前由EventSystem调用。
OnMove //发生Move事件时由EventSystem调用。
OnPointerClick //发生Click事件时由EventSystem调用。
OnPointerDown //发生PointerDown事件时由EventSystem调用。
OnPointerEnter //当指针进入与此EventTrigger关联的对象时由EventSystem调用。
OnPointerExit //当指针退出与此EventTrigger关联的对象时,由EventSystem调用。
OnPointerUp //发生PointerUp事件时由EventSystem调用。
OnScroll //当Scroll事件发生时由EventSystem调用。
ONSELECT //当Select事件发生时由EventSystem调用。
OnUpdateSelected //更新与此EventTrigger关联的对象时由EventSystem调用。
然后说一下使用方法
1.通过编辑器中添加
在Inspector中添加EventTrigger的componnent组件,然后点击Add New Event Type按钮添加一个基本的事件
当我们选择一个事件的时候,就相当于将要于此事件绑定了,例如当我们选择Pointer Click的时候,绑定了这个组件的物体将接受Pointer Click 事件的消息,当我们在物体上按下鼠标的时候,(当然空间中的物体我们是无法通过鼠标点击的,但是当我们可以通过射线碰撞的方法,来实现Pointer Enter,Pointer Exit等事件的触发)这里我们用来绑定这个EventTrigger 的是一个UI Panel 这样便可以让它接受我们自定义的单击事件了
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using UnityEngine.Events;
public class OnClickMouseDown : MonoBehaviour
{
void Start()
{
//获取或添加EventTrigger组件
EventTrigger trigger = transform.GetComponent<EventTrigger>();
if (trigger == null)
{
trigger = transform.gameObject.AddComponent<EventTrigger>();
}
//初始化EventTrigger.Entry的数组
trigger.triggers = new List<EventTrigger.Entry>();
//创建各种 EventTrigger.Entry的类型
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerEnter;//设置Entry的eventID类型 即EventTriggerType的各种枚举(比如鼠标点击,滑动,拖动等)
UnityAction<BaseEventData> callback =new UnityAction<BaseEventData>(OnEventTrigger); //注册代理
entry.callback.AddListener(callback);//添加代理事件到EventTrigger.Entry
EventTrigger.Entry entry2 = new EventTrigger.Entry();
entry2.eventID = EventTriggerType.PointerDown;
UnityAction<BaseEventData> callback1 =new UnityAction<BaseEventData>(OnMouseDown);
entry2.callback.AddListener(callback1);
//在EventTrigger.Entry的数组添加EventTrigger.Entry
trigger.triggers.Add(entry);
trigger.triggers.Add(entry2);
}
private void OnMouseDown(BaseEventData arg0)
{
Debug.Log("OnMouseDown");
}
private void OnEventTrigger(BaseEventData arg0)
{
Debug.Log("OnEventTrigger");
}
}
最后 别忘了 在摄像机下添加一个Physics Raycaster的组件,用来检测鼠标射线
3. 具体实现
考虑到以后的扩展,我们使用第三种方式来实现具体的功能。
using System;
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
namespace Tuyoo
{
public class MoveTarget : EventTrigger
{
//对外提供的点击回调
public Action clickAct = null;
public bool isClick = false;
void Start()
{
EventTriggerListener.GetListener(gameObject).onDrag += onDrag;
EventTriggerListener.GetListener(gameObject).onBeginDrag += onBeginDrag;
EventTriggerListener.GetListener(gameObject).onPointerClick += onPointerClick;
EventTriggerListener.GetListener(gameObject).onPointerUp += onPointerUp;
}
private float beginfloat = 0;
public void onBeginDrag(GameObject go, PointerEventData eventData)
{
beginfloat = eventData.position.x;
}
public void onDrag(GameObject go, PointerEventData eventData)
{
isClick = false;
transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles.x, transform.localRotation.eulerAngles.y - (eventData.position.x - beginfloat), transform.localRotation.eulerAngles.z);
beginfloat = eventData.position.x;
}
public void onPointerUp(GameObject go, PointerEventData eventData)
{
// 点击容错处理,只有在0.1秒内,松开手指并且没有移动事件触发,才算点击。
StartCoroutine(delayTime(0.1f));
}
private IEnumerator delayTime(float numtimes)
{
yield return WaitForTimeMgr.Instance.GetWaitForSeconds(numtimes);
isClick = true;
}
public void onPointerClick(GameObject go, PointerEventData eventData)
{
if (clickAct != null && isClick)
{
clickAct();
}
}
}
}
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class EventTriggerListener : EventTrigger
{
#region 变量
//带参数是为了方便取得绑定了UI事件的对象
public delegate void PointerEventDelegate(GameObject go, PointerEventData eventData);
public delegate void BaseEventDelegate(GameObject go, BaseEventData eventData);
public delegate void AxisEventDelegate(GameObject go, AxisEventData eventData);
public event PointerEventDelegate onPointerEnter;
public event PointerEventDelegate onPointerExit;
public event PointerEventDelegate onPointerDown;
public event PointerEventDelegate onPointerUp;
public event PointerEventDelegate onPointerClick;
public event PointerEventDelegate onInitializePotentialDrag;
public event PointerEventDelegate onBeginDrag;
public event PointerEventDelegate onDrag;
public event PointerEventDelegate onEndDrag;
public event PointerEventDelegate onDrop;
public event PointerEventDelegate onScroll;
public event BaseEventDelegate onUpdateSelected;
public event BaseEventDelegate onSelect;
public event BaseEventDelegate onDeselect;
public event AxisEventDelegate onMove;
public event BaseEventDelegate onSubmit;
public event BaseEventDelegate onCancel;
#endregion
public static EventTriggerListener GetListener(GameObject go)
{
EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
if (listener == null) listener = go.AddComponent<EventTriggerListener>();
return listener;
}
#region 方法
public override void OnPointerEnter(PointerEventData eventData)
{
if (onPointerEnter != null) onPointerEnter(gameObject, eventData);
}
public override void OnPointerExit(PointerEventData eventData)
{
if (onPointerExit != null) onPointerExit(gameObject, eventData);
}
public override void OnPointerDown(PointerEventData eventData)
{
if (onPointerDown != null) onPointerDown(gameObject, eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
if (onPointerUp != null) onPointerUp(gameObject, eventData);
}
public override void OnPointerClick(PointerEventData eventData)
{
if (onPointerClick != null) onPointerClick(gameObject, eventData);
}
public override void OnInitializePotentialDrag(PointerEventData eventData)
{
if (onInitializePotentialDrag != null) onInitializePotentialDrag(gameObject, eventData);
}
public override void OnBeginDrag(PointerEventData eventData)
{
if (onBeginDrag != null) onBeginDrag(gameObject, eventData);
}
public override void OnDrag(PointerEventData eventData)
{
if (onDrag != null) onDrag(gameObject, eventData);
}
public override void OnEndDrag(PointerEventData eventData)
{
if (onEndDrag != null) onEndDrag(gameObject, eventData);
}
public override void OnDrop(PointerEventData eventData)
{
if (onDrop != null) onDrop(gameObject, eventData);
}
public override void OnScroll(PointerEventData eventData)
{
if (onScroll != null) onScroll(gameObject, eventData);
}
public override void OnUpdateSelected(BaseEventData eventData)
{
if (onUpdateSelected != null) onUpdateSelected(gameObject, eventData);
}
public override void OnSelect(BaseEventData eventData)
{
if (onSelect != null) onSelect(gameObject, eventData);
}
public override void OnDeselect(BaseEventData eventData)
{
if (onDeselect != null) onDeselect(gameObject, eventData);
}
public override void OnMove(AxisEventData eventData)
{
if (onMove != null) onMove(gameObject, eventData);
}
public override void OnSubmit(BaseEventData eventData)
{
if (onSubmit != null) onSubmit(gameObject, eventData);
}
public override void OnCancel(BaseEventData eventData)
{
if (onCancel != null) onCancel(gameObject, eventData);
}
#endregion
}
将脚本挂到要旋转的物体上就可以进行旋转了。
效果如下图: