Unity鼠标双击事件
2017-12-12 11:43
155 查看
1鼠标的双击
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
print(“double click”);
}
}
上面是双击屏幕的事件,假如想双击某个物体
private var b = false;
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
if(b){
print(“double click ” + transform.name);
}
}
}
function OnMouseEnter(){
b = true;
}
function OnMouseExit(){
b =false;
}
意思就是,当鼠标进入你想点击的物体后,双击才有效果,否则鼠标未进入物体,或者exit时,b = false,双击无效果。
移动设备上触屏的双击
private var t1:double;
private var t2:double;
function Update(){
if(Input.GetMouseButtonDown(0)){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click”);
}
t1 = t2;
}
}
移动端GetMouseButtonDown是有效果的,所以这样利用t1,t2,记录两次单击的时间间隔,假如小于0.2s,则被判断为双击。
同样,移动端点击某一确定物体的双击事件
private var t1:double;
private var t2:double;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
对于上面t1和t2可以定义为System.DateTime类型,这样t2 = System.DateTime.Now;相减后用TimeSpan.如下:
private var t1:System.DateTime;
private var t2:System.DateTime;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = System.DateTime.Now;
if(t2 - t1 < System.TimeSpan(0,0,0,0,200)){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
最后是,关于GUI的双击,原理都类似:
private var b = false;
private var t = 0.0;
function OnGUI(){
if(GUI.Button(Rect(10,10,80,50),”click me”)){
t = Time.time;
if(b){
print(“it’s doublic click”);
b = false;
}else{
b = true;
}
}
}
function FixedUpdate(){
if(t + 0.2 < Time.time){
b = false;
}
}
鼠标的双击
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
print(“double click”);
}
}
上面是双击屏幕的事件,假如想双击某个物体
private var b = false;
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
if(b){
print(“double click ” + transform.name);
}
}
}
function OnMouseEnter(){
b = true;
}
function OnMouseExit(){
b =false;
}
意思就是,当鼠标进入你想点击的物体后,双击才有效果,否则鼠标未进入物体,或者exit时,b = false,双击无效果。
移动设备上触屏的双击
private var t1:double;
private var t2:double;
function Update(){
if(Input.GetMouseButtonDown(0)){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click”);
}
t1 = t2;
}
}
移动端GetMouseButtonDown是有效果的,所以这样利用t1,t2,记录两次单击的时间间隔,假如小于0.2s,则被判断为双击。
同样,移动端点击某一确定物体的双击事件
private var t1:double;
private var t2:double;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
对于上面t1和t2可以定义为System.DateTime类型,这样t2 = System.DateTime.Now;相减后用TimeSpan.如下:
private var t1:System.DateTime;
private var t2:System.DateTime;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = System.DateTime.Now;
if(t2 - t1 < System.TimeSpan(0,0,0,0,200)){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
最后是,关于GUI的双击,原理都类似:
private var b = false;
private var t = 0.0;
function OnGUI(){
if(GUI.Button(Rect(10,10,80,50),”click me”)){
t = Time.time;
if(b){
print(“it’s doublic click”);
b = false;
}else{
b = true;
}
}
}
function FixedUpdate(){
if(t + 0.2 < Time.time){
b = false;
}
}
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
print(“double click”);
}
}
上面是双击屏幕的事件,假如想双击某个物体
private var b = false;
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
if(b){
print(“double click ” + transform.name);
}
}
}
function OnMouseEnter(){
b = true;
}
function OnMouseExit(){
b =false;
}
意思就是,当鼠标进入你想点击的物体后,双击才有效果,否则鼠标未进入物体,或者exit时,b = false,双击无效果。
移动设备上触屏的双击
private var t1:double;
private var t2:double;
function Update(){
if(Input.GetMouseButtonDown(0)){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click”);
}
t1 = t2;
}
}
移动端GetMouseButtonDown是有效果的,所以这样利用t1,t2,记录两次单击的时间间隔,假如小于0.2s,则被判断为双击。
同样,移动端点击某一确定物体的双击事件
private var t1:double;
private var t2:double;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
对于上面t1和t2可以定义为System.DateTime类型,这样t2 = System.DateTime.Now;相减后用TimeSpan.如下:
private var t1:System.DateTime;
private var t2:System.DateTime;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = System.DateTime.Now;
if(t2 - t1 < System.TimeSpan(0,0,0,0,200)){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
最后是,关于GUI的双击,原理都类似:
private var b = false;
private var t = 0.0;
function OnGUI(){
if(GUI.Button(Rect(10,10,80,50),”click me”)){
t = Time.time;
if(b){
print(“it’s doublic click”);
b = false;
}else{
b = true;
}
}
}
function FixedUpdate(){
if(t + 0.2 < Time.time){
b = false;
}
}
鼠标的双击
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
print(“double click”);
}
}
上面是双击屏幕的事件,假如想双击某个物体
private var b = false;
function OnGUI(){
if(Event.current.isMouse && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2){
if(b){
print(“double click ” + transform.name);
}
}
}
function OnMouseEnter(){
b = true;
}
function OnMouseExit(){
b =false;
}
意思就是,当鼠标进入你想点击的物体后,双击才有效果,否则鼠标未进入物体,或者exit时,b = false,双击无效果。
移动设备上触屏的双击
private var t1:double;
private var t2:double;
function Update(){
if(Input.GetMouseButtonDown(0)){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click”);
}
t1 = t2;
}
}
移动端GetMouseButtonDown是有效果的,所以这样利用t1,t2,记录两次单击的时间间隔,假如小于0.2s,则被判断为双击。
同样,移动端点击某一确定物体的双击事件
private var t1:double;
private var t2:double;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = Time.realtimeSinceStartup;
if(t2 - t1 < 0.2){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
对于上面t1和t2可以定义为System.DateTime类型,这样t2 = System.DateTime.Now;相减后用TimeSpan.如下:
private var t1:System.DateTime;
private var t2:System.DateTime;
public var cam:Camera;
function Update(){
if(Input.GetMouseButtonDown(0)){
var ray:Ray = cam.ScreenPointToRay(Input.mousePosition);
var hit:RaycastHit;
if(Physics.Raycast(ray,hit)){
if(hit.transform.name == gameObject.transform.name){
t2 = System.DateTime.Now;
if(t2 - t1 < System.TimeSpan(0,0,0,0,200)){
print(“double click ” + transform.name);
}
t1 = t2;
}
}
}
}
最后是,关于GUI的双击,原理都类似:
private var b = false;
private var t = 0.0;
function OnGUI(){
if(GUI.Button(Rect(10,10,80,50),”click me”)){
t = Time.time;
if(b){
print(“it’s doublic click”);
b = false;
}else{
b = true;
}
}
}
function FixedUpdate(){
if(t + 0.2 < Time.time){
b = false;
}
}
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