UI布局相关
需求-卡牌游戏
实现鼠标移动到卡片时放大,移出时恢复原状,可拖动,可判定拖动至不同ui区域,在手牌区域放置后会自动回到原来的位置
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
public class CardItem : MonoBehaviour, IEndDragHandler, IDragHandler,IPointerEnterHandler,IPointerExitHandler,IPointerClickHandler
{
public RectTransform[] regions;// 假设你已经有了四个区域边界的RectTransform引用
public Transform _orignTrans;//原手牌区域的panel
public Transform _hightlightTrans;//高亮的手牌panel
RectTransform _mainCanvas;//canvas的
public int _index;//卡片在手牌区域的索引(根据这个索引在不使用卡片时恢复到原来的手牌区域的位置中)
private void Awake()
{
_mainCanvas = GameObject.Find("Canvas").GetComponent<RectTransform>();
}
//拖拽的逻辑
public void OnDrag(PointerEventData eventData)
{
Vector3 globalMousePos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle
(_mainCanvas, eventData.position, eventData.pressEventCamera, out globalMousePos))
{
this.transform.position = globalMousePos;
this.transform.rotation = _mainCanvas.rotation;
//CheckPos();
}
}
///结束拖拽的逻辑,结束时判定ui所在的ui区域是否为所需要的位置,是的话则开始执行下一个功能逻辑,不是则返回到原来的位置
public void OnEndDrag(PointerEventData eventData)
{
// 转换当前UI元素的RectTransform到Canvas的坐标系中
Vector2 localPoint;
for (int i = 0; i < regions.Length; i++)
{
//将选中的点转换为Image区域内的本地点
RectTransformUtility.ScreenPointToLocalPointInRectangle(regions[i], eventData.position, null, out localPoint);
Vector2 pivot = regions[i].pivot;
Vector2 normalizedLocal =
new Vector2(pivot.x + localPoint.x / regions[i].sizeDelta.x, pivot.y + localPoint.y / regions[i].sizeDelta.y);
if ((normalizedLocal.x >= 0 && normalizedLocal.x <= 1) && ((normalizedLocal.y >= 0 && normalizedLocal.y <= 1)))
{
Debug.Log($"拖拽到区域{i+1}");
// 假设rectTransform是包含需要刷新布局的UI元素的RectTransform
if (i == 3)
{
this.Back2OriginPanel();
LayoutRebuilder.ForceRebuildLayoutImmediate(regions[3]);
}
return;
}
}
LayoutRebuilder.ForceRebuildLayoutImmediate(regions[3]);
}
///鼠标移开卡片时的逻辑
public void OnPointerExit(PointerEventData eventData)
{
this.Back2OriginPanel();
}
///鼠标移入卡片时的逻辑
public void OnPointerEnter(PointerEventData eventData)
{
this.ToHightlightPanel();
}
///鼠标点击卡片时的逻辑
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("123");
}
///回到卡片原来的位置
private void Back2OriginPanel()
{
this.transform.DOScale(1f, 0.3f);
this.transform.SetParent(_orignTrans);
this.transform.SetSiblingIndex(_index);
this.GetComponentInParent<HorizontalLayoutGroup>().enabled = true;
}
//卡片高亮
private void ToHightlightPanel()
{
this.transform.DOScale(1.2f, 0.3f);
this.GetComponentInParent<HorizontalLayoutGroup>().enabled = false;
this.transform.SetParent(_hightlightTrans);
}
}