使用 Unity3D 的 IPointerDownHandler 方法,但使用 "the whole screen"

Using Unity3D's IPointerDownHandler approach, but with "the whole screen"

在 Unity 中,您需要检测场景中某物上的手指触摸(手指绘图)。

在现代 Unity 中做到这一点的唯一方法非常简单:


步骤 1。在该对象上放置一个碰撞器。 ("The ground" 或其他任何形式。)1

第 2 步。 在相机的检查器面板上,单击以添加物理光线投射器(相关的 2D 或 3D)。

步骤 3. 只需使用下面示例 A 中的代码即可。

(提示 - 不要忘记确保有一个 EventSystem ...有时 Unity 会自动添加一个,有时不会!)


太棒了,再简单不过了。 Unity最终通过UI层正确处理了un/propagation。在桌面、设备、编辑器等上统一且完美地工作。Hooray Unity。

一切顺利。但是如果你只想画 "on the screen" 怎么办?

所以你想要的,很简单,来自用户"on the screen"的swipes/touches/drawing。 (例如,仅用于操作轨道摄像机。)就像在摄像机四处移动的任何普通 3D 游戏中一样。

您不需要手指在世界 space 中的 某个对象 上的位置,您只需要抽象 "finger motions" (即在玻璃)。

那你用什么对撞机?你能在没有对撞机的情况下做到吗?仅仅因为这个原因添加碰撞器似乎很愚蠢。

我们做的是这样:

我只是制作了一个平面对撞机,并将其安装在相机下方。所以它只是位于相机视锥体中并完全覆盖屏幕。

(对于代码,则无需使用 ScreenToWorldPoint,因此只需使用示例 B 中的代码即可 - 极其简单,完美运行。)

我的问题,使用我描述的 "under-camera colldier" 似乎有点奇怪,只是为了接触玻璃。

这是怎么回事?

(注意 - 请不要回答涉及 Unity 的古老 "Touches" 系统,该系统在今天对于实际项目无法使用,您不能忽略。UI 使用遗留方法。)


代码示例 A - 在场景对象上绘图。使用 ScreenToWorldPoint。

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;

 public class FingerMove:MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
 {
     public void OnPointerDown (PointerEventData data)
     {
         Debug.Log("FINGER DOWN");
         prevPointWorldSpace =
                 theCam.ScreenToWorldPoint( data.position );
     }

     public void OnDrag (PointerEventData data)
     {
         thisPointWorldSpace =
                theCam.ScreenToWorldPoint( data.position );
         realWorldTravel =
                thisPointWorldSpace - prevPointWorldSpace;
         _processRealWorldtravel();
         prevPointWorldSpace = thisPointWorldSpace;
     }

     public void OnPointerUp (PointerEventData data)
     {
         Debug.Log("clear finger...");
     }

代码示例 B ... 你只关心用户在设备的玻璃屏幕上做了什么。这里更简单:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;

 public class FingerMove:MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
 {
     private Vector2 prevPoint;
     private Vector2 newPoint;
     private Vector2 screenTravel;

     public void OnPointerDown (PointerEventData data)
     {
         Debug.Log("FINGER DOWN");
         prevPoint = data.position;
     }

     public void OnDrag (PointerEventData data)
     {
         newPoint = data.position;
         screenTravel = newPoint - prevPoint;
         prevPoint = newPoint;
         _processSwipe();
     }

     public void OnPointerUp (PointerEventData data)
     {
         Debug.Log("FINEGR UP...");
     }

     private void _processSwipe()
     {
         // your code here
         Debug.Log("screenTravel left-right.. " + screenTravel.x.ToString("f2"));
     }
 }

1 如果您是 Unity 的新手:很可能在那一步,将其设为一个名为 say "Draw" 的层;在物理设置中使 "Draw" 不与任何事物交互;在 Raycaster 的第二步中,只需将图层设置为 "Draw".

我要 post 提出的问题和答案似乎非常基于个人意见。不过,我会尽我所能回答。

如果您试图检测屏幕上的指针事件,用 object 表示屏幕没有任何问题。在您的情况下,您使用 3D 对撞机覆盖相机的整个视锥体。但是,在 Unity 中有一种本地方法可以执行此操作,即使用覆盖整个屏幕的 2D UI object。屏幕可以最好地表示为 2D object。对我来说,这似乎是一种自然的方式。

我为此使用通用代码:

public class Screen : MonoSingleton<Screen>, IPointerClickHandler, IDragHandler, IBeginDragHandler, IEndDragHandler, IPointerDownHandler, IPointerUpHandler, IScrollHandler {
    private bool holding = false;
    private PointerEventData lastPointerEventData;

    #region Events
    public delegate void PointerEventHandler(PointerEventData data);

    static public event PointerEventHandler OnPointerClick = delegate { };

    static public event PointerEventHandler OnPointerDown = delegate { };
    /// <summary> Dont use delta data as it will be wrong. If you are going to use delta, use OnDrag instead. </summary>
    static public event PointerEventHandler OnPointerHold = delegate { };
    static public event PointerEventHandler OnPointerUp = delegate { };

    static public event PointerEventHandler OnBeginDrag = delegate { };
    static public event PointerEventHandler OnDrag = delegate { };
    static public event PointerEventHandler OnEndDrag = delegate { };
    static public event PointerEventHandler OnScroll = delegate { };
    #endregion

    #region Interface Implementations
    void IPointerClickHandler.OnPointerClick(PointerEventData e) {
        lastPointerEventData = e;
        OnPointerClick(e);
    }

    // And other interface implementations, you get the point
    #endregion

    void Update() {
        if (holding) {
            OnPointerHold(lastPointerEventData);
        }
    }
}

Screen是单例,因为游戏上下文只有一个画面。 Objects(如相机)订阅它的指针事件,并相应地安排自己。这也使 single-responsibility 保持完整。

您可以将其附加到代表所谓玻璃(屏幕表面)的 object 上。如果您认为 UI 上的按钮从屏幕上弹出,那么它们下面就是玻璃。为此,玻璃必须是 Canvas 中的第一个 child。当然,Canvas 必须在屏幕 space 中呈现才有意义。

这里有一个没有意义的 hack 是向玻璃添加一个不可见的 Image 组件,因此它会接收事件。这就像玻璃的光线投射目标。

您也可以使用 InputInput.touches 等)来实现这种玻璃 object。它可以作为检查输入是否在每个 Update 调用中更改。这对我来说似乎是一种 polling-based 方法,而上面的方法是 event-based 方法。

您的问题似乎是在寻找一种方法来证明使用 Input class 的合理性。恕我直言,不要让自己更难。使用有效的方法。并接受 Unity 并不完美的事实。

首先,您需要了解只有 3 种方法可以检测使用 OnPointerDown 函数点击对象:

1。您需要一个 UI 组件来检测使用 OnPointerDown 函数的点击。这适用于其他类似的 UI 事件。

2。在 2D/Sprite 游戏对象上使用 OnPointerDown 函数检测点击的另一种方法是将 Physics2DRaycaster 附加到相机,然后OnPointerDown点击时会被调用。请注意,必须附加一个 2D Collider

3。如果这是一个带有 Collider 而不是 2D Collider 的 3D 对象,您必须将 PhysicsRaycaster 附加到相机以便调用 OnPointerDown 函数。

使用第一种方法似乎更合理,而不是让大型碰撞器或 2D 碰撞器覆盖屏幕。您所要做的就是创建一个 Canvas、Panel GameObject,并将横跨整个屏幕的 Image 组件附加到它。

Dude I just don't see using .UI as a serious solution: imagine we're doing a big game and you're leading a team that is doing all the UI (I mean buttons, menus and all). I'm leading a team doing the walking robots. I suddenly say to you "oh, by the way, I can't handle touch ("!"), could you drop in a UI.Panel, don't forget to keep it under everything you're doing, oh and put one on any/all canvasses or cameras you swap between - and pass that info back to me OK!" :) I mean it's just silly. One can't essentially say: "oh, Unity doesn't handle touch"

并不像你描述的那样难。您可以编写一个长代码来创建 CanvasPanelImage。将图像 alpha 更改为 0。您所要做的就是将该代码附加到相机或一个空的游戏对象,它会在播放模式下自动为您执行所有这些操作。

让每个想要在屏幕上接收事件的 GameObject 订阅它,然后使用 ExecuteEvents.Execute 将事件发送到附加到该 GameObject 的脚本中的所有接口。

例如,下面的示例代码将向名为 target 的游戏对象发送 OnPointerDown 事件。

ExecuteEvents.Execute<IPointerDownHandler>(target,
                              eventData,
                              ExecuteEvents.pointerDownHandler);

问题你会运行变成:

隐藏的 Image 组件将阻止其他 UI 或 GameObject 接收光线投射。这是这里最大的问题。

解决方案:

由于会造成一些遮挡问题,所以最好让Image的Canvas在所有内容之上。这将确保它现在是 100 阻塞所有其他 UI/GameObject。 Canvas.sortingOrder = 12; 应该帮助我们做到这一点。

每次我们从图像中检测到 OnPointerDown 等事件时,我们将 手动 发送重新发送 OnPointerDown 事件给所有其他 UI/GameObjects 在 Image.

下方

首先,我们用 GraphicRaycaster(UI), Physics2DRaycaster(2D collider), PhysicsRaycaster(3D Collider) 投射光线并存储结果在 List.

现在,我们遍历列表中的结果,并通过向结果发送人工事件来重新发送我们收到的事件:

ExecuteEvents.Execute<IPointerDownHandler>(currentListLoop,
                              eventData,
                              ExecuteEvents.pointerDownHandler);

其他问题你会运行进入:

您将无法使用 GraphicRaycasterToggle 组件上发送模拟事件。这是 Unity 中的 bug。我花了 2 天时间才意识到这一点。

也无法将假滑块移动事件发送到 Slider 组件。我不知道这是不是一个错误。

除了上面提到的这些问题,我还能够实现这个。它分为 3 个部分。只需创建一个文件夹并将所有脚本放入其中即可。

脚本:

1.WholeScreenPointer.cs - 创建 Canvas、GameObject 和隐藏 Image。它执行所有复杂的操作以确保 Image 始终覆盖屏幕。它还向所有订阅的游戏对象发送事件。

public class WholeScreenPointer : MonoBehaviour
{
    //////////////////////////////// SINGLETON BEGIN  ////////////////////////////////
    private static WholeScreenPointer localInstance;

    public static WholeScreenPointer Instance { get { return localInstance; } }
    public EventUnBlocker eventRouter;

    private void Awake()
    {
        if (localInstance != null && localInstance != this)
        {
            Destroy(this.gameObject);
        }
        else
        {
            localInstance = this;
        }
    }
    //////////////////////////////// SINGLETON END  ////////////////////////////////


    //////////////////////////////// SETTINGS BEGIN  ////////////////////////////////
    public bool simulateUIEvent = true;
    public bool simulateColliderEvent = true;
    public bool simulateCollider2DEvent = true;

    public bool hideWholeScreenInTheEditor = false;
    //////////////////////////////// SETTINGS END  ////////////////////////////////


    private GameObject hiddenCanvas;

    private List<GameObject> registeredGameobjects = new List<GameObject>();

    //////////////////////////////// USEFUL FUNCTIONS BEGIN  ////////////////////////////////
    public void registerGameObject(GameObject objToRegister)
    {
        if (!isRegistered(objToRegister))
        {
            registeredGameobjects.Add(objToRegister);
        }
    }

    public void unRegisterGameObject(GameObject objToRegister)
    {
        if (isRegistered(objToRegister))
        {
            registeredGameobjects.Remove(objToRegister);
        }
    }

    public bool isRegistered(GameObject objToRegister)
    {
        return registeredGameobjects.Contains(objToRegister);
    }

    public void enablewholeScreenPointer(bool enable)
    {
        hiddenCanvas.SetActive(enable);
    }
    //////////////////////////////// USEFUL FUNCTIONS END  ////////////////////////////////

    // Use this for initialization
    private void Start()
    {
        makeAndConfigWholeScreenPinter(hideWholeScreenInTheEditor);
    }

    private void makeAndConfigWholeScreenPinter(bool hide = true)
    {
        //Create and Add Canvas Component
        createCanvas(hide);

        //Add Rect Transform Component
        //addRectTransform();

        //Add Canvas Scaler Component
        addCanvasScaler();

        //Add Graphics Raycaster Component
        addGraphicsRaycaster();

        //Create Hidden Panel GameObject
        GameObject panel = createHiddenPanel(hide);

        //Make the Image to be positioned in the middle of the screen then fix its anchor
        stretchImageAndConfigAnchor(panel);

        //Add EventForwarder script
        addEventForwarder(panel);

        //Add EventUnBlocker
        addEventRouter(panel);

        //Add EventSystem and Input Module
        addEventSystemAndInputModule();
    }

    //Creates Hidden GameObject and attaches Canvas component to it
    private void createCanvas(bool hide)
    {
        //Create Canvas GameObject
        hiddenCanvas = new GameObject("___HiddenCanvas");
        if (hide)
        {
            hiddenCanvas.hideFlags = HideFlags.HideAndDontSave;
        }

        //Create and Add Canvas Component
        Canvas cnvs = hiddenCanvas.AddComponent<Canvas>();
        cnvs.renderMode = RenderMode.ScreenSpaceOverlay;
        cnvs.pixelPerfect = false;

        //Set Cavas sorting order to be above other Canvas sorting order
        cnvs.sortingOrder = 12;

        cnvs.targetDisplay = 0;

        //Make it child of the GameObject this script is attached to
        hiddenCanvas.transform.SetParent(gameObject.transform);
    }

    private void addRectTransform()
    {
        RectTransform rctrfm = hiddenCanvas.AddComponent<RectTransform>();
    }

    //Adds CanvasScaler component to the Canvas GameObject 
    private void addCanvasScaler()
    {
        CanvasScaler cvsl = hiddenCanvas.AddComponent<CanvasScaler>();
        cvsl.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
        cvsl.referenceResolution = new Vector2(800f, 600f);
        cvsl.matchWidthOrHeight = 0.5f;
        cvsl.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
        cvsl.referencePixelsPerUnit = 100f;
    }

    //Adds GraphicRaycaster component to the Canvas GameObject 
    private void addGraphicsRaycaster()
    {
        GraphicRaycaster grcter = hiddenCanvas.AddComponent<GraphicRaycaster>();
        grcter.ignoreReversedGraphics = true;
        grcter.blockingObjects = GraphicRaycaster.BlockingObjects.None;
    }

    //Creates Hidden Panel and attaches Image component to it
    private GameObject createHiddenPanel(bool hide)
    {
        //Create Hidden Panel GameObject
        GameObject hiddenPanel = new GameObject("___HiddenPanel");
        if (hide)
        {
            hiddenPanel.hideFlags = HideFlags.HideAndDontSave;
        }

        //Add Image Component to the hidden panel
        Image pnlImg = hiddenPanel.AddComponent<Image>();
        pnlImg.sprite = null;
        pnlImg.color = new Color(1, 1, 1, 0); //Invisible
        pnlImg.material = null;
        pnlImg.raycastTarget = true;

        //Make it child of HiddenCanvas GameObject
        hiddenPanel.transform.SetParent(hiddenCanvas.transform);
        return hiddenPanel;
    }

    //Set Canvas width and height,to matach screen width and height then set anchor points to the corner of canvas.
    private void stretchImageAndConfigAnchor(GameObject panel)
    {
        Image pnlImg = panel.GetComponent<Image>();

        //Reset postion to middle of the screen
        pnlImg.rectTransform.anchoredPosition3D = new Vector3(0, 0, 0);

        //Stretch the Image so that the whole screen is totally covered
        pnlImg.rectTransform.anchorMin = new Vector2(0, 0);
        pnlImg.rectTransform.anchorMax = new Vector2(1, 1);
        pnlImg.rectTransform.pivot = new Vector2(0.5f, 0.5f);
    }

    //Adds EventForwarder script to the Hidden Panel GameObject 
    private void addEventForwarder(GameObject panel)
    {
        EventForwarder evnfwdr = panel.AddComponent<EventForwarder>();
    }

    //Adds EventUnBlocker script to the Hidden Panel GameObject 
    private void addEventRouter(GameObject panel)
    {
        EventUnBlocker evtrtr = panel.AddComponent<EventUnBlocker>();
        eventRouter = evtrtr;
    }

    //Add EventSystem
    private void addEventSystemAndInputModule()
    {
        //Check if EventSystem exist. If it does not create and add it
        EventSystem eventSys = FindObjectOfType<EventSystem>();
        if (eventSys == null)
        {
            GameObject evObj = new GameObject("EventSystem");
            EventSystem evs = evObj.AddComponent<EventSystem>();
            evs.firstSelectedGameObject = null;
            evs.sendNavigationEvents = true;
            evs.pixelDragThreshold = 5;
            eventSys = evs;
        }

        //Check if StandaloneInputModule exist. If it does not create and add it
        StandaloneInputModule sdlIpModl = FindObjectOfType<StandaloneInputModule>();
        if (sdlIpModl == null)
        {
            sdlIpModl = eventSys.gameObject.AddComponent<StandaloneInputModule>();
            sdlIpModl.horizontalAxis = "Horizontal";
            sdlIpModl.verticalAxis = "Vertical";
            sdlIpModl.submitButton = "Submit";
            sdlIpModl.cancelButton = "Cancel";
            sdlIpModl.inputActionsPerSecond = 10f;
            sdlIpModl.repeatDelay = 0.5f;
            sdlIpModl.forceModuleActive = false;
        }
    }

    /*
     Forwards Handler Event to every GameObject that implements  IDragHandler, IPointerDownHandler, IPointerUpHandler interface
     */

    public void forwardDragEvent(PointerEventData eventData)
    {
        //Route and send the event to UI and Colliders
        for (int i = 0; i < registeredGameobjects.Count; i++)
        {
            ExecuteEvents.Execute<IDragHandler>(registeredGameobjects[i],
                                    eventData,
                                    ExecuteEvents.dragHandler);
        }

        //Route and send the event to UI and Colliders
        eventRouter.routeDragEvent(eventData);
    }

    public void forwardPointerDownEvent(PointerEventData eventData)
    {
        //Send the event to all subscribed scripts
        for (int i = 0; i < registeredGameobjects.Count; i++)
        {
            ExecuteEvents.Execute<IPointerDownHandler>(registeredGameobjects[i],
                              eventData,
                              ExecuteEvents.pointerDownHandler);
        }

        //Route and send the event to UI and Colliders
        eventRouter.routePointerDownEvent(eventData);
    }

    public void forwardPointerUpEvent(PointerEventData eventData)
    {
        //Send the event to all subscribed scripts
        for (int i = 0; i < registeredGameobjects.Count; i++)
        {
            ExecuteEvents.Execute<IPointerUpHandler>(registeredGameobjects[i],
                    eventData,
                    ExecuteEvents.pointerUpHandler);
        }

        //Route and send the event to UI and Colliders
        eventRouter.routePointerUpEvent(eventData);
    }
}

2.EventForwarder.cs - 它只是从隐藏的 Image 接收任何事件并将其传递给WholeScreenPointer.cs 处理脚本。

public class EventForwarder : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
    WholeScreenPointer wcp = null;
    void Start()
    {
        wcp = WholeScreenPointer.Instance;
    }

    public void OnDrag(PointerEventData eventData)
    {
        wcp.forwardDragEvent(eventData);
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        wcp.forwardPointerDownEvent(eventData);
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        wcp.forwardPointerUpEvent(eventData);
    }
}

3.EventUnBlocker.cs - 它通过发送伪造来解锁隐藏的 Image 被阻挡的射线事件到它上面的任何对象。无论是 UI、2D 还是 3D 对撞机。

public class EventUnBlocker : MonoBehaviour
{
    List<GraphicRaycaster> grRayCast = new List<GraphicRaycaster>(); //UI
    List<Physics2DRaycaster> phy2dRayCast = new List<Physics2DRaycaster>(); //Collider 2D (Sprite Renderer)
    List<PhysicsRaycaster> phyRayCast = new List<PhysicsRaycaster>(); //Normal Collider(3D/Mesh Renderer)

    List<RaycastResult> resultList = new List<RaycastResult>();

    //For Detecting button click and sending fake Button Click to UI Buttons
    Dictionary<int, GameObject> pointerIdToGameObject = new Dictionary<int, GameObject>();

    // Use this for initialization
    void Start()
    {

    }

    public void sendArtificialUIEvent(Component grRayCast, PointerEventData eventData, PointerEventType evType)
    {
        //Route to all Object in the RaycastResult
        for (int i = 0; i < resultList.Count; i++)
        {
            /*Do something if it is NOT this GameObject. 
             We don't want any other detection on this GameObject
             */

            if (resultList[i].gameObject != this.gameObject)
            {
                //Check if this is UI
                if (grRayCast is GraphicRaycaster)
                {
                    //Debug.Log("UI");
                    routeEvent(resultList[i], eventData, evType, true);
                }

                //Check if this is Collider 2D/SpriteRenderer
                if (grRayCast is Physics2DRaycaster)
                {
                    //Debug.Log("Collider 2D/SpriteRenderer");
                    routeEvent(resultList[i], eventData, evType, false);
                }

                //Check if this is Collider/MeshRender
                if (grRayCast is PhysicsRaycaster)
                {
                    //Debug.Log("Collider 3D/Mesh");
                    routeEvent(resultList[i], eventData, evType, false);
                }
            }
        }
    }

    //Creates fake PointerEventData that will be used to make PointerEventData for the callback functions
    PointerEventData createEventData(RaycastResult rayResult)
    {
        PointerEventData fakeEventData = new PointerEventData(EventSystem.current);
        fakeEventData.pointerCurrentRaycast = rayResult;
        return fakeEventData;
    }

    private void routeEvent(RaycastResult rayResult, PointerEventData eventData, PointerEventType evType, bool isUI = false)
    {
        bool foundKeyAndValue = false;

        GameObject target = rayResult.gameObject;

        //Make fake GameObject target
        PointerEventData fakeEventData = createEventData(rayResult);


        switch (evType)
        {
            case PointerEventType.Drag:

                //Send/Simulate Fake OnDrag event
                ExecuteEvents.Execute<IDragHandler>(target, fakeEventData,
                          ExecuteEvents.dragHandler);
                break;

            case PointerEventType.Down:

                //Send/Simulate Fake OnPointerDown event
                ExecuteEvents.Execute<IPointerDownHandler>(target,
                         fakeEventData,
                          ExecuteEvents.pointerDownHandler);

                //Code Below is for UI. break out of case if this is not UI
                if (!isUI)
                {
                    break;
                }
                //Prepare Button Click. Should be sent in the if PointerEventType.Up statement
                Button buttonFound = target.GetComponent<Button>();

                //If pointerId is not in the dictionary add it
                if (buttonFound != null)
                {
                    if (!dictContains(eventData.pointerId))
                    {
                        dictAdd(eventData.pointerId, target);
                    }
                }

                //Bug in Unity with GraphicRaycaster  and Toggle. Have to use a hack below
                //Toggle Toggle component
                Toggle toggle = null;
                if ((target.name == "Checkmark" || target.name == "Label") && toggle == null)
                {
                    toggle = target.GetComponentInParent<Toggle>();
                }

                if (toggle != null)
                {
                    //Debug.LogWarning("Toggled!: " + target.name);
                    toggle.isOn = !toggle.isOn;
                    //Destroy(toggle.gameObject);
                }
                break;

            case PointerEventType.Up:

                //Send/Simulate Fake OnPointerUp event
                ExecuteEvents.Execute<IPointerUpHandler>(target,
                        fakeEventData,
                        ExecuteEvents.pointerUpHandler);

                //Code Below is for UI. break out of case if this is not UI
                if (!isUI)
                {
                    break;
                }

                //Send Fake Button Click if requirement is met
                Button buttonPress = target.GetComponent<Button>();

                /*If pointerId is in the dictionary, check 

                 */
                if (buttonPress != null)
                {
                    if (dictContains(eventData.pointerId))
                    {
                        //Check if GameObject matches too. If so then this is a valid Click
                        for (int i = 0; i < resultList.Count; i++)
                        {
                            GameObject tempButton = resultList[i].gameObject;
                            if (tempButton != this.gameObject && dictContains(eventData.pointerId, tempButton))
                            {
                                foundKeyAndValue = true;
                                //Debug.Log("Button ID and GameObject Match! Sending Click Event");

                                //Send/Simulate Fake Click event to the Button
                                ExecuteEvents.Execute<IPointerClickHandler>(tempButton,
                                      new PointerEventData(EventSystem.current),
                                      ExecuteEvents.pointerClickHandler);
                            }
                        }
                    }
                }
                break;
        }

        //Remove pointerId since it exist 
        if (foundKeyAndValue)
        {
            dictRemove(eventData.pointerId);
        }
    }

    void routeOption(PointerEventData eventData, PointerEventType evType)
    {
        UpdateRaycaster();
        if (WholeScreenPointer.Instance.simulateUIEvent)
        {
            //Loop Through All GraphicRaycaster(UI) and throw Raycast to each one
            for (int i = 0; i < grRayCast.Count; i++)
            {
                //Throw Raycast to all UI elements in the position(eventData)
                grRayCast[i].Raycast(eventData, resultList);
                sendArtificialUIEvent(grRayCast[i], eventData, evType);
            }
            //Reset Result
            resultList.Clear();
        }

        if (WholeScreenPointer.Instance.simulateCollider2DEvent)
        {
            //Loop Through All Collider 2D (Sprite Renderer) and throw Raycast to each one
            for (int i = 0; i < phy2dRayCast.Count; i++)
            {
                //Throw Raycast to all UI elements in the position(eventData)
                phy2dRayCast[i].Raycast(eventData, resultList);
                sendArtificialUIEvent(phy2dRayCast[i], eventData, evType);
            }
            //Reset Result
            resultList.Clear();
        }

        if (WholeScreenPointer.Instance.simulateColliderEvent)
        {
            //Loop Through All Normal Collider(3D/Mesh Renderer) and throw Raycast to each one
            for (int i = 0; i < phyRayCast.Count; i++)
            {
                //Throw Raycast to all UI elements in the position(eventData)
                phyRayCast[i].Raycast(eventData, resultList);
                sendArtificialUIEvent(phyRayCast[i], eventData, evType);
            }
            //Reset Result
            resultList.Clear();
        }
    }

    public void routeDragEvent(PointerEventData eventData)
    {
        routeOption(eventData, PointerEventType.Drag);
    }

    public void routePointerDownEvent(PointerEventData eventData)
    {
        routeOption(eventData, PointerEventType.Down);
    }

    public void routePointerUpEvent(PointerEventData eventData)
    {
        routeOption(eventData, PointerEventType.Up);
    }

    public void UpdateRaycaster()
    {
        convertToList(FindObjectsOfType<GraphicRaycaster>(), grRayCast);
        convertToList(FindObjectsOfType<Physics2DRaycaster>(), phy2dRayCast);
        convertToList(FindObjectsOfType<PhysicsRaycaster>(), phyRayCast);
    }

    //To avoid ToList() function
    void convertToList(GraphicRaycaster[] fromComponent, List<GraphicRaycaster> toComponent)
    {
        //Clear and copy new Data
        toComponent.Clear();
        for (int i = 0; i < fromComponent.Length; i++)
        {
            toComponent.Add(fromComponent[i]);
        }
    }

    //To avoid ToList() function
    void convertToList(Physics2DRaycaster[] fromComponent, List<Physics2DRaycaster> toComponent)
    {
        //Clear and copy new Data
        toComponent.Clear();
        for (int i = 0; i < fromComponent.Length; i++)
        {
            toComponent.Add(fromComponent[i]);
        }
    }

    //To avoid ToList() function
    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]);
        }
    }

    //Checks if object is in the dictionary
    private bool dictContains(GameObject obj)
    {
        return pointerIdToGameObject.ContainsValue(obj);
    }

    //Checks if int is in the dictionary
    private bool dictContains(int pointerId)
    {
        return pointerIdToGameObject.ContainsKey(pointerId);
    }

    //Checks if int and object is in the dictionary
    private bool dictContains(int pointerId, GameObject obj)
    {
        return (pointerIdToGameObject.ContainsKey(pointerId) && pointerIdToGameObject.ContainsValue(obj));
    }

    //Adds pointerId and its value to dictionary
    private void dictAdd(int pointerId, GameObject obj)
    {
        pointerIdToGameObject.Add(pointerId, obj);
    }

    //Removes pointerId and its value from dictionary
    private void dictRemove(int pointerId)
    {
        pointerIdToGameObject.Remove(pointerId);
    }

    public enum PointerEventType
    {
        Drag, Down, Up
    }
}

用法:

1。将 WholeScreenPointer 脚本附加到一个空的游戏对象或相机。

2。要接收场景中的任何事件,只需在任何脚本中实现 IDragHandlerIPointerDownHandlerIPointerUpHandler,然后调用 WholeScreenPointer.Instance.registerGameObject(this.gameObject);一次。来自屏幕的任何事件现在都将发送到该脚本。不要忘记在 OnDisable() 函数中取消注册。

例如,将 Test 附加到您想要接收触摸事件的任何游戏对象:

public class Test : MonoBehaviour, IDragHandler, IPointerDownHandler, IPointerUpHandler
{
    void Start()
    {
        //Register this GameObject so that it will receive events from WholeScreenPointer script
        WholeScreenPointer.Instance.registerGameObject(this.gameObject);
    }

    public void OnDrag(PointerEventData eventData)
    {
        Debug.Log("Dragging: ");
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        Debug.Log("Pointer Down: ");
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        Debug.Log("Pointer Up: ");
    }

    void OnDisable()
    {
        WholeScreenPointer.Instance.unRegisterGameObject(this.gameObject);
    }
}

注意:

如果你想在屏幕上的任何地方接收事件,你只需要调用WholeScreenPointer.Instance.registerGameObject(this.gameObject);。如果您只想从当前对象接收事件,则不必调用它。如果这样做,您将收到多个事件。

其他重要功能:

启用全屏事件 - WholeScreenPointer.Instance.enablewholeScreenPointer(true);

禁用全屏事件 - WholeScreenPointer.Instance.enablewholeScreenPointer(false); 最后,这个可以再改进一下。