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Unity获取鼠标滚轮信息有以下一些方法:
1、使用Input.GetAxis(“Mouse ScrollWheel”)来获取鼠标滚轮的信息,如:
//法一:
float scrollWheelInput = Input.GetAxis("Mouse ScrollWheel");
if (scrollWheelInput > 0f)
{
Debug.Log("向上滚动鼠标滚轮");
}
else if (scrollWheelInput < 0f)
{
Debug.Log("向下滚动鼠标滚轮");
}
2、使用mouseScrollDelta变量,如:
//法二:
float scrollWheelInput1 = Input.mouseScrollDelta.y;
if (scrollWheelInput1 > 0f)
{
Debug.Log("向上滚动鼠标滚轮");
}
else if (scrollWheelInput1 < 0f)
{
Debug.Log("向下滚动鼠标滚轮");
}
3、假如我们想只在UGUI上滚动鼠标滚轮才获取信息,可以使用一个专门的接口:IScrollHandler
,实现的方法是:
public void OnScroll(PointerEventData eventData)
{
throw new System.NotImplementedException();
}
该函数的参数PointerEventData
具有很多相关的数据:
public class PointerEventData : BaseEventData { public List<GameObject> hovered; public PointerEventData(EventSystem eventSystem); public bool useDragThreshold { get; set; } public bool dragging { get; set; } public InputButton button { get; set; } public float pressure { get; set; } public float tangentialPressure { get; set; } public float altitudeAngle { get; set; } public float azimuthAngle { get; set; } public float twist { get; set; } public Vector2 radius { get; set; } public Vector2 radiusVariance { get; set; } public bool fullyExited { get; set; } public bool reentered { get; set; } public Camera enterEventCamera { get; } public Camera pressEventCamera { get; } public GameObject pointerPress { get; set; } public Vector2 scrollDelta { get; set; } public int clickCount { get; set; } public float clickTime { get; set; } [Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")] public Vector3 worldNormal { get; set; } public GameObject pointerEnter { get; set; } public GameObject lastPress { get; } public GameObject rawPointerPress { get; set; } public GameObject pointerDrag { get; set; } public RaycastResult pointerCurrentRaycast { get; set; } public RaycastResult pointerPressRaycast { get; set; } public GameObject pointerClick { get; set; } public int pointerId { get; set; } public Vector2 position { get; set; } public Vector2 delta { get; set; } public Vector2 pressPosition { get; set; } [Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")] public Vector3 worldPosition { get; set; } public bool eligibleForClick { get; set; } public bool IsPointerMoving(); public bool IsScrolling(); public override string ToString(); public enum InputButton { Left = 0, Right = 1, Middle = 2 } public enum FramePressState { Pressed = 0, Released = 1, PressedAndReleased = 2, NotChanged = 3 } }
其中,scrollDelta
属性与上面方法1/2的数据一样。所以我们可以这样实现方法以获取滚轮信息:
//法三:
public void OnScroll(PointerEventData eventData)
{
if (eventData.scrollDelta.y > 0f)
{
Debug.Log("向上滚动鼠标滚轮");
}
else if (eventData.scrollDelta.y < 0f)
{
Debug.Log("向下滚动鼠标滚轮");
}
}
使用法三,需要注意的是:只有我们把控制脚本放在相应的UGUI物体上才有效,或者放在Canvas下对所有UGUI有效。
但使用该方法的好处是:我们可以通过UGUI实现在指定获取滚轮信息。
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