第一种
$ B# X% e; a3 u# H) ` 可以得到UI,再根据名字判断是不是自己自己要点击的UI,其中参数canvas拖入此UI的canvas
w" {+ O$ A) d' V+ t# v5 R/// <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;
} 第二种' b# L+ D) K) @* L9 s
rect 为要判断的那个UI的RectTransform. y9 v4 C1 e% z0 w$ i+ a" K6 H
bool isUI = RectTransformUtility.RectangleContainsScreenPoint(rect, Input.mousePosition) 补充:Unity中判断鼠标或者手指是否点击在UI上(UGUI)) t0 J4 T/ b9 E5 T- X5 {: ^" {
在Unity场景中,有时UI和游戏角色都需要响应触摸事件,如果同时响应可能就会出现点击UI的时候影响到了游戏角色。所以我们需要对所点击到的东西做判断,这里使用UGUI系统自带的方法和射线检测的方式,判断是否点击到UI上:" V/ Y3 m8 x2 {$ h8 h3 R
第一种方法,直接在Update中判断:2 d5 [. t; w$ y) Y3 p3 T
void Update()
{
//判断是否点击UI
if (Input.GetMouseButtonDown(0) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began))
{
//移动端
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer)
{
int fingerId = Input.GetTouch(0).fingerId;
if (EventSystem.current.IsPointerOverGameObject(fingerId))
{
Debug.Log("点击到UI");
}
}
//其它平台
else
{
if (EventSystem.current.IsPointerOverGameObject())
{
Debug.Log("点击到UI");
}
}
} 第二种方式:射线检测1 `6 b: Z' N, d/ R; Q! G
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class NewBehaviourScript : MonoBehaviour
{
// Update is called once per frame
void Update()
{
//移动端
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer)
{
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
if (IsPointerOverGameObject(Input.GetTouch(0).position))
{
Debug.Log("点击到UI");
}
}
}
//其它平台
else
{
if(Input.GetMouseButtonDown(0))
{
if (IsPointerOverGameObject(Input.mousePosition))
{
Debug.Log("点击到UI");
}
}
}
}
/// <summary>
/// 检测是否点击UI
/// </summary>
/// <param name="mousePosition"></param>
/// <returns></returns>
private bool IsPointerOverGameObject(Vector2 mousePosition)
{
//创建一个点击事件
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = mousePosition;
List<RaycastResult> raycastResults = new List<RaycastResult>();
//向点击位置发射一条射线,检测是否点击UI
EventSystem.current.RaycastAll(eventData, raycastResults);
if (raycastResults.Count > 0)
{
return true;
}
else
{
return false;
}
}
} ! \( `8 h, b/ u9 `3 S w) E
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