unity 判断触摸坐标是否落在ui上
2016-05-10 03:52
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1.触摸坐标转ui的GameObject的localPosition
Vector3 uiPosGet(Vector3 pos,RectTransform rect)
{
Vector2 pos2D;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, pos, can.worldCamera, out pos2D);
Vector3 newPos = new Vector3(pos2D.x, pos2D.y, 0);
return newPos;
}
2.判断newPos的长宽是否超过UI的长宽(以正方形ui示例)
/// <summary>
/// 判断当前touch pos是否落在Collider范围内
/// </summary>
/// <param name="pos">触摸坐标</param>
/// <param name="rect">joy的RectTransform</param>
/// <returns></returns>
bool isTouchInCollider(Vector3 pos)
{
bool bRet = false;
RectTransform rect = transform as RectTransform;
Vector3 newPos = uiPosGet(pos, rect);
if (newPos.x >= -m_colliderRadius && newPos.x <= m_colliderRadius && newPos.y >= -m_colliderRadius &&
newPos.y <= m_colliderRadius)
{
bRet = true;
}
return bRet;
}
Vector3 uiPosGet(Vector3 pos,RectTransform rect)
{
Vector2 pos2D;
RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, pos, can.worldCamera, out pos2D);
Vector3 newPos = new Vector3(pos2D.x, pos2D.y, 0);
return newPos;
}
2.判断newPos的长宽是否超过UI的长宽(以正方形ui示例)
/// <summary>
/// 判断当前touch pos是否落在Collider范围内
/// </summary>
/// <param name="pos">触摸坐标</param>
/// <param name="rect">joy的RectTransform</param>
/// <returns></returns>
bool isTouchInCollider(Vector3 pos)
{
bool bRet = false;
RectTransform rect = transform as RectTransform;
Vector3 newPos = uiPosGet(pos, rect);
if (newPos.x >= -m_colliderRadius && newPos.x <= m_colliderRadius && newPos.y >= -m_colliderRadius &&
newPos.y <= m_colliderRadius)
{
bRet = true;
}
return bRet;
}
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