Unity实现鼠标框选

本文详细介绍了如何在Unity3D游戏引擎中使用C#脚本实现鼠标框选游戏对象的功能,包括鼠标点击、拖动、计算框选区域以及遍历场景中的对象进行判断是否在框选范围内等关键步骤。

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class DrawTest : MonoBehaviour {
    /// <summary>
    /// 材质球
    /// </summary>
    public Material mat;
    /// <summary>
    /// 鼠标开始的位置
    /// </summary>
    private Vector2 FirstMousePosition;
    /// <summary>
    /// 鼠标结束的位置
    /// </summary>
    private Vector2 SecondMousePosition;
    private bool StartRender = false;
    private Renderer[] gameobjects;
// Use this for initialization
void Start ()
    {
        gameobjects = FindObjectsOfType<Renderer>(); 
}

// Update is called once per frame
void Update ()
    {
        //获取鼠标按下
        if(Input.GetMouseButtonDown(0))
        {
            StartRender = true;
            FirstMousePosition = Input.mousePosition;
            PickGameObject();
        }
        //获取鼠标抬起
        if (Input.GetMouseButtonUp(0))
        {
            StartRender = false;
            ChangeTwoPoint();
            PickGameObject();
            FirstMousePosition = SecondMousePosition = Vector2.zero;
        }
        SecondMousePosition = Input.mousePosition;
}
 
    private void OnPostRender()
    {
        if (StartRender)
        {
            mat.SetPass(0);
            GL.LoadOrtho();
            GL.Begin(GL.LINES);
            DrawLine(FirstMousePosition.x, FirstMousePosition.y, SecondMousePosition.x, SecondMousePosition.y);
            GL.End(); 
        }
    }
    /// <summary>
    /// 画线
    /// </summary>
    /// <param name="x1"></param>
    /// <param name="y1"></param>
    /// <param name="x2"></param>
    /// <param name="y2"></param>
    private void DrawLine(float x1, float y1, float x2, float y2)
    {
        GL.Vertex(new Vector3(x1 / Screen.width, y1 / Screen.height, 0));
        GL.Vertex(new Vector3(x2 / Screen.width, y1 / Screen.height, 0));
        GL.Vertex(new Vector3(x2 / Screen.width, y1 / Screen.height, 0));
        GL.Vertex(new Vector3(x2 / Screen.width, y2 / Screen.height, 0));
        GL.Vertex(new Vector3(x2 / Screen.width, y2 / Screen.height, 0));
        GL.Vertex(new Vector3(x1 / Screen.width, y2 / Screen.height, 0));
        GL.Vertex(new Vector3(x1 / Screen.width, y2 / Screen.height, 0));
        GL.Vertex(new Vector3(x1 / Screen.width, y1 / Screen.height, 0));
    }
    /// <summary>
    /// 改变两点
    /// </summary>
    private void ChangeTwoPoint()
    {
        if (FirstMousePosition.x > SecondMousePosition.x)
        {
            float position1 = FirstMousePosition.x;
            FirstMousePosition.x = SecondMousePosition.x;
            SecondMousePosition.x = position1;
        }
        if (FirstMousePosition.y > SecondMousePosition.y)
        {
            float position2 = FirstMousePosition.y;
            FirstMousePosition.y = SecondMousePosition.y;
            SecondMousePosition.y = position2;
        }
    }
    /// <summary>
    /// 改变物体颜色
    /// </summary>
    private void PickGameObject()
    {
        //遍历所有的组件
        foreach (Renderer item in gameobjects)
        {//判断位置
            Vector3 position = Camera.main.WorldToScreenPoint(item.transform.position);
            if (position.x >= FirstMousePosition.x & position.x <= SecondMousePosition.x & position.y >= FirstMousePosition.y & position.y <= SecondMousePosition.y)

            {

//改变颜色

                item.material.color = Color.red;
            }
            else

            {

//改变颜色

                item.material.color = Color.white;
            }


        }
    }
}

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