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UI图像拖动更换
今天做一个拖动图像的demo,效果图如下:
1 拖动的类需要实现 IDropHandler, IPointerEnterHandler, IPointerExitHandler 这三个接口;
2 接受的类需要实现 IBeginDragHandler,IDragHandler,IEndDragHandler 这三个接口:
下面贴代码
Drag.cs
using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; //拖动要集成三个接口:IBeginDragHandler,IDragHandler,IEndDragHandler [RequireComponent(typeof(Image))] public class Drag : MonoBehaviour,IBeginDragHandler,IDragHandler,IEndDragHandler { //是否与面板保持平行 public bool dragOnSurfaces = true; private GameObject m_DragIcon; private RectTransform m_RectPlane; public void OnBeginDrag(PointerEventData eventData) { var canvas = FindInParent<Canvas>(gameObject); if (canvas == null) return; //创建临时拖动对象名为“Icon” m_DragIcon = new GameObject("Icon"); //为拖动对象设置画布 m_DragIcon.transform.SetParent(canvas.transform, false); //设置为同级最后 m_DragIcon.transform.SetAsLastSibling(); var image = m_DragIcon.AddComponent<Image>(); //拖动对象忽略事件响应 m_DragIcon.AddComponent<IgnoreRaycast>(); image.sprite = gameObject.GetComponent<Image>().sprite; image.SetNativeSize(); if (dragOnSurfaces) m_RectPlane = transform as RectTransform; else m_RectPlane = canvas.transform as RectTransform; //拖动对象跟随光标 SetDraggedPosition(eventData); } public void OnDrag(PointerEventData eventData) { if (m_DragIcon != null) SetDraggedPosition(eventData); } private void SetDraggedPosition(PointerEventData data) { if (dragOnSurfaces && data.pointerEnter != null && data.pointerEnter.transform as RectTransform != null) m_RectPlane = data.pointerEnter.transform as RectTransform; var rt = m_DragIcon.GetComponent<RectTransform>(); // 屏幕点在矩形内的世界坐标 Vector3 globalMousePos; if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_RectPlane,data.position,data.pressEventCamera,out globalMousePos)) { rt.position = globalMousePos; rt.rotation = m_RectPlane.rotation; } } public void OnEndDrag(PointerEventData eventData) { //释放删除临时对象 if (m_DragIcon != null) Destroy(m_DragIcon); } static public T FindInParent<T>(GameObject go) where T:Component { if (go == null) return null; var comp = go.GetComponent<T>(); if (comp != null) return comp; Transform temp = go.transform.parent; while (temp != null && comp == null) { comp = temp.gameObject.GetComponent<T>(); if (comp != null) return comp; temp = temp.parent; } return comp; } }
Drop.cs
using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; //接收拖动的类需要实现的三个接口:IDropHandler, IPointerEnterHandler, IPointerExitHandler public class Drop : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler { public Image containerImage; public Image receivingImage; private Color normalColor; public Color highLightColor = Color.blue; public void OnEnable() { if (containerImage != null) normalColor = containerImage.color; } //释放对象 public void OnDrop(PointerEventData eventData) { containerImage.color = normalColor; //没有图像直接返回 if (receivingImage == null) return; Sprite dropSprite = GetDropSprite(eventData); if (dropSprite != null) receivingImage.sprite = dropSprite; } //对象移到接受面板,面板高亮 public void OnPointerEnter(PointerEventData eventData) { if (containerImage == null) return; Sprite dropSprite = GetDropSprite(eventData); if (dropSprite != null) containerImage.color = highLightColor; } public void OnPointerExit(PointerEventData eventData) { if (containerImage == null) return; containerImage.color = normalColor; } //获取图像数据 private Sprite GetDropSprite(PointerEventData data) { var originalObj = data.pointerDrag; if (originalObj == null) return null; var srcImage = originalObj.GetComponent<Image>(); if (srcImage == null) return null; return srcImage.sprite; } }
demo源文件 http://files.cnblogs.com/files/lu-xi/DragAndDrop.zip
UI图像拖动更换
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