Unity3D,有3D和UI Raycaster同时响应触摸

本文关键字:响应 触摸 Raycaster UI 3D Unity3D | 更新日期: 2023-09-27 18:16:52

这些天在Unity中,你很容易检测触摸对象使用光线投射…

public class DragThreeDee:MonoBehaviour,IPointerDownHandler
       IPointerUpHandler, IBeginDragHandler,
       IDragHandler, IEndDragHandler
       {
       public void OnPointerDown (PointerEventData data)
          { etc

所以,对于你的UI层,它正确地忽略了UI层上的触摸等等。

如果您希望发生以下情况,

你想收集(同时,在同一帧中,两者)触摸3D对象和UI项?

(假设你在屏幕上有几个透明的UI按钮;你也有普通的3D机器人跑来跑去。用户点击屏幕上的一个点,那里有一个UI按钮,"下面"是一个机器人。机器人的脚本和按钮都应该响应。)

你会怎么做?我尝试了大量使用单独的相机,单独的EventSystem,调整图层,屏蔽蒙版等等。我找不到做这件事的方法。

如何在Unity中做到这一点?

Unity3D,有3D和UI Raycaster同时响应触摸

看起来很复杂,但可以做到。

1

。路由数据从PointerEventData在所有的UI组件,你想要解锁3D GameObjects光线投射。

2

。得到PhysicsRaycasterFindObjectsOfType<PhysicsRaycaster>()的所有实例。在性能方面,缓存它是有意义的。

3 。使用PhysicsRaycaster.Raycast执行光线投射,它将返回所有带有Collider的GameObjects。

4

。使用ExecuteEvents.Execute将适当的事件发送到存储在RaycastResult中的结果。

RaycastForwarder script:

public class RaycastForwarder : MonoBehaviour
{
    List<PhysicsRaycaster> rayCast3D = new List<PhysicsRaycaster>();
    List<RaycastResult> rayCast3DResult = new List<RaycastResult>();
    private static RaycastForwarder localInstance;
    public static RaycastForwarder Instance { get { return localInstance; } }

    private void Awake()
    {
        if (localInstance != null && localInstance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            localInstance = this;
        }
    }
    public void notifyPointerDown(PointerEventData eventData)
    {
        findColliders(eventData, PointerEventType.Down);
    }
    public void notifyPointerUp(PointerEventData eventData)
    {
        findColliders(eventData, PointerEventType.Up);
    }
    public void notifyPointerDrag(PointerEventData eventData)
    {
        findColliders(eventData, PointerEventType.Drag);
    }
    private void findColliders(PointerEventData eventData, PointerEventType evType)
    {
        UpdateRaycaster();
        //Loop Through All Normal Collider(3D/Mesh Renderer) and throw Raycast to each one
        for (int i = 0; i < rayCast3D.Count; i++)
        {
            //Send Raycast to all GameObject with 3D Collider
            rayCast3D[i].Raycast(eventData, rayCast3DResult);
            sendRayCast(eventData, evType);
        }
        //Reset Result
        rayCast3DResult.Clear();
    }
    private void sendRayCast(PointerEventData eventData, PointerEventType evType)
    {
        //Loop over the RaycastResult and simulate the pointer event
        for (int i = 0; i < rayCast3DResult.Count; i++)
        {
            GameObject target = rayCast3DResult[i].gameObject;
            PointerEventData evData = createEventData(rayCast3DResult[i]);
            if (evType == PointerEventType.Drag)
            {
                ExecuteEvents.Execute<IDragHandler>(target,
                                        evData,
                                        ExecuteEvents.dragHandler);
            }
            if (evType == PointerEventType.Down)
            {
                ExecuteEvents.Execute<IPointerDownHandler>(target,
                               evData,
                               ExecuteEvents.pointerDownHandler);
            }
            if (evType == PointerEventType.Up)
            {
                ExecuteEvents.Execute<IPointerUpHandler>(target,
                    evData,
                    ExecuteEvents.pointerUpHandler);
            }
        }
    }
    private PointerEventData createEventData(RaycastResult rayResult)
    {
        PointerEventData evData = new PointerEventData(EventSystem.current);
        evData.pointerCurrentRaycast = rayResult;
        return evData;
    }
    //Get all PhysicsRaycaster in the scene
    private void UpdateRaycaster()
    {
        convertToList(FindObjectsOfType<PhysicsRaycaster>(), rayCast3D);
    }
    private void convertToList(PhysicsRaycaster[] fromComponent, List<PhysicsRaycaster> toComponent)
    {
        //Clear and copy new Data
        toComponent.Clear();
        for (int i = 0; i < fromComponent.Length; i++)
        {
            toComponent.Add(fromComponent[i]);
        }
    }
    public enum PointerEventType
    {
        Drag, Down, Up
    }
}

RayCastRouter script:

public class RayCastRouter : MonoBehaviour, IPointerDownHandler,
       IPointerUpHandler,
       IDragHandler
{
    public void OnDrag(PointerEventData eventData)
    {
        RaycastForwarder.Instance.notifyPointerDrag(eventData);
    }
    public void OnPointerDown(PointerEventData eventData)
    {
        RaycastForwarder.Instance.notifyPointerDown(eventData);
    }
    public void OnPointerUp(PointerEventData eventData)
    {
        RaycastForwarder.Instance.notifyPointerUp(eventData);
    }
}

用法:

。将RaycastForwarder附加到一个空的GameObject。

RayCastRouter附加到任何UI组件上,比如你不想阻塞3D GameObject的图像。就是这样。任何带有RayCastRouter的UI组件都可以允许它后面的3D GameObject接收光线投射。

一个事件现在将被发送到3D对象,有一个脚本,从IPointerDownHandler, IPointerUpHandlerIDragHandler接口实现功能。

不要忘记将 Physics Raycaster 附加到相机上。