使图像在两个可滚动之间可拖动

问题描述 投票:1回答:2

我有两个不同的面板:

panels

这是树:

tree

在这些面板中,我希望用户能够单击左侧的图像,并在右侧拖动它们。

您可以找到大量的Unity“基本”UI dragndrop教程,但它们都是相同的:您可以在同一面板中的元素之间进行拖放。

我的问题是它们在不同的面板中,所以我不能轻易地从一个面板拖到另一个面板。

现在我只是想让阻力原理在PanelBoatsToDrag内部工作:能够点击Image,并能够将其拖入PanelBoatsToDrag

每个Image都是由预制件制成的。我已经为该预制件添加了一个DragHandler.cs脚本文件,它应该处理它。这里是:

public class DragHandler : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{

    public static GameObject itemBeingDragged;
    private Vector3 startPosition;

    public void OnBeginDrag(PointerEventData eventData)
    {
        itemBeingDragged = gameObject;
        startPosition = transform.position;
        Debug.Log("OnBeginDrag\n" +
            "eventData = " + eventData +
            "\nInput.mousePosition = " + Input.mousePosition +
            "\nCamera.main.ScreenToWorldPoint(Input.mousePosition) = " +
            Camera.main.ScreenToWorldPoint(Input.mousePosition));
    }

    public void OnDrag(PointerEventData eventData)
    {
        transform.position = Input.mousePosition;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        itemBeingDragged = null;
        transform.position = startPosition;
        Debug.Log("OnEndDrag");
    }
}

OnDrag(PointerEventData eventData)代码根本不起作用。我需要将鼠标坐标转换为被点击的Image的局部坐标,并将其指定给Image。如何使这项工作?

c# unity3d coordinate-transformation
2个回答
1
投票

Unity也支持OnDrop()方法。如果我是你,我会这样接近它。在开始拖动OnBeginDrag()时,您应该做两件事:通过将其父级设置为PanelMiddle将对象移动到层次结构中更高的位置,以便将其绘制在其他所有内容上并且this.GetComponent<CanvasGroup>().blocksRaycasts = false;,这样您就不会进行光线投射。之后应该很简单:

public void OnDrop(PointerEventData eventData)
{
GameObject dropedItem = eventData.pointerDrag.GetComponent<GameObject>();

if (isEmpty) // you have space for this object
{

  dropedItem.transform.SetParent(this.transform);
  dropedItem.transform.position = //set to any position you need
  dropedItem.GetComponent<CanvasGroup>().blocksRaycasts = true; //so you can pick this item again
}
else
{
  //return it to old position and to old parent
}
}

方法OnDrop()应该附加到面板或某种你要拖动项目的插槽。


0
投票

我是这样做的,我让我班上唯一重要的部分在这里:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class DragHandler : MonoBehaviour,
    IBeginDragHandler, IDragHandler, IEndDragHandler
{
    public void OnDrag(PointerEventData eventData)
    {
        CanvasScaler scaler = GetComponentInParent<CanvasScaler>();
        Vector3 i_scale = itemBeingDragged.transform.localScale;
        RectTransform rt = itemBeingDragged.GetComponent<RectTransform>();
        Rect r = rt.rect;
        /**
         * Explanation: to center the object we need its width+height:
         * Resize width to the current scale = r.width * i_scale.x 
         * Divide by 2 to get the center we have: (r.width * i_scale.x / 2)
         * Same for y.
         * 
         * Calculate the coords of the mouse proportional to the screen scale:
         */
        rt.anchoredPosition = new Vector2(
            (Input.mousePosition.x * scale_x) - (r.width * i_scale.x / 2),
            (Input.mousePosition.y * scale_y) - (r.height * i_scale.y / 2));
        // everybody tells me to apply this but it doesn't work:
        // itemBeingDragged.GetComponent<CanvasGroup>().blocksRaycasts = true;
    }

}
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