unity中 UI物体跟随鼠标移动,根据鼠标滑动方向改变物体方向在X轴。 移动端同样实现

using UnityEngine;

public class FollowMouseHorizontal : MonoBehaviour

{

private RectTransform rectTransform;

private Vector2 lastPosition;

public float speed = 5.0f;

void Start()

{

rectTransform = GetComponent<RectTransform>();

lastPosition = rectTransform.anchoredPosition;

}

void Update()

{

#if UNITY_EDITOR || UNITY_STANDALONE

HandleMouseInput();

#elif UNITY_IOS || UNITY_ANDROID

HandleTouchInput();

#endif

}

void HandleMouseInput()

{

Vector2 currentMousePosition = Input.mousePosition;

Debug.Log(Input.mousePosition);

MoveTowards(new Vector2(currentMousePosition.x, rectTransform.position.y));

}

void HandleTouchInput()

{

if (Input.touchCount > 0)

{

Touch touch = Input.GetTouch(0);

Vector2 currentTouchPosition = touch.position;

MoveTowards(new Vector2(currentTouchPosition.x, rectTransform.position.y));

}

}

void MoveTowards(Vector2 targetPosition)

{

Vector2 direction = targetPosition - (Vector2)rectTransform.position;

// 平滑移动

rectTransform.position = Vector2.Lerp(rectTransform.position, targetPosition, Time.deltaTime * speed);

// 改变UI物体的左右方向

if (direction.x > 0)

{

rectTransform.localScale = new Vector3(1, 1, 1); // 面向右

}

else if (direction.x < 0)

{

rectTransform.localScale = new Vector3(-1, 1, 1); // 面向左

}

}

}

Canvas 的 Render Mode 是Screen Space - Camera:

using UnityEngine;

public class FollowMouseHorizontalCmaera : MonoBehaviour

{

private RectTransform rectTransform;

public Camera uiCamera;

public float speed = 5.0f;

void Start()

{

rectTransform = GetComponent<RectTransform>();

}

void Update()

{

#if UNITY_EDITOR || UNITY_STANDALONE

HandleMouseInput();

#elif UNITY_IOS || UNITY_ANDROID

HandleTouchInput();

#endif

}

void HandleMouseInput()

{

Vector3 currentMousePosition = Input.mousePosition;

currentMousePosition.z = uiCamera.nearClipPlane; // 设置 z 值为相机的近剪切面

Vector3 worldMousePosition = uiCamera.ScreenToWorldPoint(currentMousePosition);

MoveTowards(new Vector2(worldMousePosition.x, rectTransform.position.y));

}

void HandleTouchInput()

{

if (Input.touchCount > 0)

{

Touch touch = Input.GetTouch(0);

Vector3 currentTouchPosition = touch.position;

currentTouchPosition.z = uiCamera.nearClipPlane; // 设置 z 值为相机的近剪切面

Vector3 worldTouchPosition = uiCamera.ScreenToWorldPoint(currentTouchPosition);

MoveTowards(new Vector2(worldTouchPosition.x, rectTransform.position.y));

}

}

void MoveTowards(Vector2 targetPosition)

{

Vector2 direction = targetPosition - (Vector2)rectTransform.position;

// 平滑移动

rectTransform.position = Vector2.Lerp(rectTransform.position, targetPosition, Time.deltaTime * speed);

// 改变UI物体的左右方向

if (direction.x > 0)

{

rectTransform.localScale = new Vector3(1, 1, 1); // 面向右

}

else if (direction.x < 0)

{

rectTransform.localScale = new Vector3(-1, 1, 1); // 面向左

}

}

}

相关推荐
郝学胜-神的一滴5 小时前
AI 编程智能体 22:解析器赋能与实战落地全指南
人工智能·程序人生·游戏·unity·游戏引擎
BuHuaX8 小时前
Lua 与 ToLua:运行机制及热更新原理
开发语言·unity·junit·c#·lua
OH_TPC1 天前
HarmonyOS APP开发---“动效君“UI动效素材库App,需要用到这个库
ui·华为·harmonyos·鸿蒙
Solange__1 天前
在线3D预览器、Blender和游戏引擎怎么选?按5类任务比较格式、隐私与编辑性
人工智能·游戏·3d·游戏引擎·blender·1024程序员节·关卡设计
peter67681 天前
unity2d游戏开发经验总结
unity
郝学胜-神的一滴1 天前
游戏设计:原型与开发 19:U3D工位布置与性格说明书
人工智能·算法·unity·unreal engine·游戏策划·游戏设计
Aman19842 天前
Claude Code做Unity项目移植(二): 自动执行只读操作,告别频繁的
unity·游戏开发·vibe coding·claude code
小雨爱测2 天前
Photoshop 实战入门:从界面认知到第一张成品图
ui·photoshop
螺丝钉tina2 天前
[Playwright] [02]常用命令与调试:Debug UI、Mode和 Trace Viewer
开发语言·javascript·测试工具·ui·自动化
暴走约伯2 天前
【VFX工具链源码拆解 02】告别机械劳动(上):一键统改百个子粒子颜色与批量重命名
3d·unity·c#·材质