107 lines
3.2 KiB
C#
107 lines
3.2 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEngine.EventSystems;
|
||
|
||
namespace Game.RayCast;
|
||
|
||
public class MouseInput : MonoBehaviour
|
||
{
|
||
public RayCastType rayCastType = RayCastType._2D;
|
||
|
||
MouseInputData mouseInputData = new MouseInputData();
|
||
|
||
// public event MouseInputEventHandle ev;
|
||
|
||
private void Update()
|
||
{
|
||
if (this.IsMouseOverUI()) return;
|
||
|
||
switch (rayCastType)
|
||
{
|
||
case RayCastType._3D:
|
||
// 3d
|
||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||
RaycastHit hit;
|
||
if (Physics.Raycast(ray, out hit))
|
||
{
|
||
if (hit.collider != null)
|
||
{
|
||
Debug.Log(hit.collider.name);
|
||
}
|
||
}
|
||
|
||
break;
|
||
case RayCastType._2D:
|
||
//2d
|
||
var point = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||
var hit2D = Physics2D.Raycast(point, -Vector2.up);
|
||
if (hit2D.collider != null)
|
||
{
|
||
if (Input.GetMouseButtonDown(0))
|
||
{
|
||
UnityEngine.Debug.Log(hit2D.collider.name);
|
||
mouseInputData.rayCastType = this.rayCastType;
|
||
mouseInputData.point = hit2D.point;
|
||
mouseInputData.isPressDown = true;
|
||
mouseInputData.go = hit2D.collider.gameObject;
|
||
EventManager.Instance.FireNow(this, new InputObjectFinishEventArgs(mouseInputData));
|
||
}
|
||
else if (Input.GetMouseButtonDown(2))
|
||
{
|
||
// Game.bfsManager.Test(hit2D.point);
|
||
}
|
||
}
|
||
|
||
break;
|
||
default:
|
||
throw new ArgumentOutOfRangeException();
|
||
}
|
||
}
|
||
|
||
private bool IsMouseOverUI()
|
||
{
|
||
PointerEventData eventData = new PointerEventData(EventSystem.current)
|
||
{
|
||
position = Input.mousePosition
|
||
};
|
||
|
||
List<RaycastResult> results = new List<RaycastResult>();
|
||
EventSystem.current.RaycastAll(eventData, results);
|
||
|
||
foreach (var result in results)
|
||
{
|
||
// 检查射线检测到的对象是否为UI元素,并且是否属于CanvasGroup
|
||
CanvasGroup canvasGroup = result.gameObject.GetComponentInParent<CanvasGroup>();
|
||
|
||
if (canvasGroup != null)
|
||
{
|
||
// 如果CanvasGroup不允许交互或不阻挡射线,我们认为鼠标不是位于UI上
|
||
if (!canvasGroup.interactable || !canvasGroup.blocksRaycasts)
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
|
||
// 如果找到至少一个允许交互且阻挡射线的UI元素,返回true
|
||
return true;
|
||
}
|
||
|
||
// 如果所有射线检测到的UI元素都不允许交互或不阻挡射线,返回false
|
||
return false;
|
||
}
|
||
}
|
||
|
||
public enum RayCastType
|
||
{
|
||
_3D,
|
||
_2D,
|
||
}
|
||
|
||
public class MouseInputData
|
||
{
|
||
public RayCastType rayCastType;
|
||
public bool isPressDown;
|
||
public Vector3 point;
|
||
public GameObject go;
|
||
} |