unity 新input system 鼠标点在ui上检测的两种方法
哪种有用就用哪种。EventSystem.current.IsPointerOverGameObject()有可能不好使。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 | using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.InputSystem; using UnityEngine.UI; public class GameManager : MonoBehaviour { //拖拽获取 public GraphicRaycaster m_Raycaster; //拖拽获取 public EventSystem m_EventSystem; private PointerEventData m_PointerEventData; public void OnMouseDown(InputAction.CallbackContext context) { if (context.phase == InputActionPhase.Performed) { //方法1 //Set up the new Pointer Event PointerEventData m_PointerEventData = new PointerEventData(m_EventSystem); //Set the Pointer Event Position to that of the mouse position m_PointerEventData.position = Mouse.current.position.ReadValue(); //Create a list of Raycast Results List<RaycastResult> results = new List<RaycastResult>(); //Raycast using the Graphics Raycaster and mouse click position m_Raycaster.Raycast(m_PointerEventData, results); if (results.Count > 0) { Debug.Log( "UI" ); } //方法2 if (!EventSystem.current.IsPointerOverGameObject()) { Vector2 mousePosition = Mouse.current.position.ReadValue(); Ray mouseRay = Camera.main.ScreenPointToRay(mousePosition); Physics.Raycast(mouseRay, out RaycastHit raycast); Debug.Log(raycast.collider.name); } else { Debug.Log( "ui" ); } } } } |
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