示意
如下圖中的狐貍术羔,鼠標(biāo)左鍵按住可拖動赢赊,鼠標(biāo)右鍵按住可調(diào)整大小,鼠標(biāo)左鍵點擊可隨機播放一個動作级历。
思路
主要是2點
- 讓程序背景透明
參考文章:Unity 制作萌系live2d桌寵:屏幕自適應(yīng)+交互
將TablePetBackSample.cs掛在一個GameObject上释移。
將MainCamera的ClearFlags改為SolidColor,Background的顏色改為透明:000000
using UnityEngine;
using System;
// 為了使用屬性:DllImport
using System.Runtime.InteropServices;
public class TablePetBackSample : MonoBehaviour
{
private int currentX;
private int currentY;
#region Win函數(shù)常量
private struct MARGINS
{
public int cxLeftWidth;
public int cxRightWidth;
public int cyTopHeight;
public int cyBottomHeight;
}
[DllImport("user32.dll")]
static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll")]
static extern int SetWindowLong(IntPtr hWnd, int nIndex, int dwNewLong);
[DllImport("user32.dll")]
static extern int GetWindowLong(IntPtr hWnd, int nIndex);
[DllImport("user32.dll")]
static extern int SetWindowPos(IntPtr hWnd, int hWndInsertAfter, int X, int Y, int cx, int cy, int uFlags);
[DllImport("Dwmapi.dll")]
static extern uint DwmExtendFrameIntoClientArea(IntPtr hWnd, ref MARGINS margins);
[DllImport("user32.dll")]
private static extern int SetWindowLong(IntPtr hWnd, int nIndex, uint dwNewLong);
private const int GWL_EXSTYLE = -20;
private const int GWL_STYLE = -16;
private const int WS_EX_LAYERED = 0x00080000;
private const int WS_BORDER = 0x00800000;
private const int WS_CAPTION = 0x00C00000;
private const int SWP_SHOWWINDOW = 0x0040;
private const int LWA_COLORKEY = 0x00000001;
private const int LWA_ALPHA = 0x00000002;
private const int WS_EX_TRANSPARENT = 0x20;
#endregion
private IntPtr hwnd;
void Awake()
{
var productName = Application.productName;
#if UNITY_EDITOR
#else
hwnd = FindWindow(null, productName);
int intExTemp = GetWindowLong(hwnd, GWL_EXSTYLE);
SetWindowLong(hwnd, GWL_EXSTYLE, intExTemp | WS_EX_TRANSPARENT | WS_EX_LAYERED);
SetWindowLong(hwnd, GWL_STYLE, GetWindowLong(hwnd, GWL_STYLE) & ~WS_BORDER & ~WS_CAPTION);
currentX = 0;
currentY = 0;
SetWindowPos(hwnd, -1, currentX, currentY, Screen.currentResolution.width, Screen.currentResolution.height, SWP_SHOWWINDOW);
var margins = new MARGINS() { cxLeftWidth = -1 };
DwmExtendFrameIntoClientArea(hwnd, ref margins);
#endif
}
}
- 關(guān)注鼠標(biāo)的位置和點擊
將MyMouse.cs掛在一個GameObject上寥殖。
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class MyMouse : MonoBehaviour
{
[DllImport("user32.dll")]
public static extern short GetAsyncKeyState(int vKey);
private const int VK_LBUTTON = 0x01; //鼠標(biāo)左鍵
private const int VK_RBUTTON = 0x02; //鼠標(biāo)右鍵
private const int VK_MBUTTON = 0x04; //鼠標(biāo)中鍵
private bool _isLeftDown;
private bool _isRightDown;
private bool _isMiddleDown;
public event Action<MouseKey, Vector3> MouseKeyDownEvent;
public event Action<MouseKey, Vector3> MouseKeyUpEvent;
public event Action<MouseKey, Vector3> MouseDragEvent;
public event Action<MouseKey> MouseKeyClickEvent;
public Vector3 MousePos{ get; private set; }
private bool _hasDragged;
private Vector3 _leftDownPos;
private Vector3 _rightDownPos;
private Vector3 _middleDownPos;
private void Start()
{
Init();
}
private void Update()
{
// 按下左鍵
if (GetAsyncKeyState(VK_LBUTTON) != 0)
{
if (!_isLeftDown)
{
_isLeftDown = true;
_leftDownPos = MouseKeyDown(MouseKey.Left);
}
else if (MousePos != Input.mousePosition)
{
MouseKeyDrag(MouseKey.Left);
if (!_hasDragged)
{
_hasDragged = true;
}
}
}
// 按下右鍵
if (GetAsyncKeyState(VK_RBUTTON) != 0)
{
if (!_isRightDown)
{
_isRightDown = true;
_rightDownPos = MouseKeyDown(MouseKey.Right);
}
else if(MousePos != Input.mousePosition)
{
MouseKeyDrag(MouseKey.Right);
if (!_hasDragged)
{
_hasDragged = true;
}
}
}
// 按下中鍵
if (GetAsyncKeyState(VK_MBUTTON) != 0)
{
if (!_isMiddleDown)
{
_isMiddleDown = true;
_middleDownPos = MouseKeyDown(MouseKey.Middle);
}
else if(MousePos != Input.mousePosition)
{
MouseKeyDrag(MouseKey.Middle);
if (!_hasDragged)
{
_hasDragged = true;
}
}
}
// 抬起左鍵
if (GetAsyncKeyState(VK_LBUTTON) == 0 && _isLeftDown)
{
_isLeftDown = false;
MouseKeyUp(MouseKey.Left);
if (!_hasDragged && _leftDownPos == MousePos)
{
MouseKeyClick(MouseKey.Left);
}
_hasDragged = false;
}
// 抬起右鍵
if (GetAsyncKeyState(VK_RBUTTON) == 0 && _isRightDown)
{
_isRightDown = false;
MouseKeyUp(MouseKey.Right);
if (!_hasDragged && _rightDownPos == MousePos)
{
MouseKeyClick(MouseKey.Right);
}
_hasDragged = false;
}
// 抬起中鍵
if (GetAsyncKeyState(VK_MBUTTON) == 0 && _isMiddleDown)
{
_isMiddleDown = false;
MouseKeyUp(MouseKey.Middle);
if (!_hasDragged && _middleDownPos == MousePos)
{
MouseKeyClick(MouseKey.Middle);
}
_hasDragged = false;
}
}
private void OnDestroy()
{
Destroy();
}
public void Init()
{
_isLeftDown = false;
_isRightDown = false;
_isMiddleDown = false;
_hasDragged = false;
}
public void Destroy()
{
}
private Vector3 MouseKeyDown(MouseKey mouseKey)
{
RefreshMousePos();
MouseKeyDownEvent?.Invoke(mouseKey, MousePos);
// Log.Instance.ShowLog(string.Format("按下:" + mouseKey + " "+MousePos));
return MousePos;
}
private Vector3 MouseKeyUp(MouseKey mouseKey)
{
RefreshMousePos();
MouseKeyUpEvent?.Invoke(mouseKey, MousePos);
// Log.Instance.ShowLog(string.Format("抬起:" + mouseKey + " " + MousePos));
return MousePos;
}
private Vector3 MouseKeyDrag(MouseKey mouseKey)
{
RefreshMousePos();
MouseDragEvent?.Invoke(mouseKey, MousePos);
// Log.Instance.ShowLog(string.Format("拖動:" + mouseKey + " " + MousePos));
return MousePos;
}
private void MouseKeyClick(MouseKey mouseKey)
{
MouseKeyClickEvent?.Invoke(mouseKey);
// Log.Instance.ShowLog(string.Format("點擊:" + mouseKey + " " + MousePos));
}
private Vector3 RefreshMousePos()
{
MousePos = Input.mousePosition;
return MousePos;
}
public Vector3 MousePosToWorldPos(Vector3 mousePos)
{
var screenInWorldPos = Camera.main.WorldToScreenPoint(mousePos);
var refPos = new Vector3(mousePos.x, mousePos.y, screenInWorldPos.z);
var pos = Camera.main.ScreenToWorldPoint(refPos);
return pos;
}
}
public enum MouseKey
{
None,
Left,
Right,
Middle
}
如何確認(rèn)是否點擊到桌寵玩讳?
關(guān)注鼠標(biāo)Down事件涩蜘,發(fā)生時,獲得當(dāng)前鼠標(biāo)位置mousePos
var ray = Camera.main.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out RaycastHit hit))
{
// 判斷hit的是否是桌寵熏纯。
}