本文主要是介绍Unity 获取鼠标滚轮信息的一些方法,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
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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