Input.GetMouseButtonDown()方法 &Input.GetMouseButton()方法

本文介绍Unity中使用Input.GetMouseButtonDown()方法检测鼠标按键状态的方法。此方法会在指定鼠标按键被按下时返回true,并且只在帧间触发一次,适合用于响应用户点击事件。

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Input.GetMouseButtonDown()语法

public static bool GetMouseButtonDown(int button);

Input.GetMouseButtonDown()用法描述

Returns true during the frame the user pressed the given mouse button.

与Input.GetMouseButton()区别:参考文章
- Input.GetMouseButtonDown()会给出每一帧中鼠键是否被按下(因为这个值在每一帧中都会被重置),必须在update()方法中调用该方法。
- 鼠键按下并释放时才会返回true。和Input.GetMouseButtonUp()方法刚好相反
- 只要鼠键被按下,则Input.GetMouseButton()会连续返回true(即不会在帧之间被重置)


button values are 0 for left button,
1 for right button,
2 for the middle button.

using UnityEngine; [RequireComponent(typeof(Camera))] public class SmoothCityCameraController : MonoBehaviour { [Header(“Drag Settings”)] [SerializeField] private float dragSpeed = 0.5f; [SerializeField] private float heightDragMultiplier = 0.1f; [SerializeField] private float moveSmoothness = 5f; [Header("Zoom Settings")] [SerializeField] private float zoomSpeed = 50f; [SerializeField] private float minHeight = -100f; [SerializeField] private float maxHeight = 500f; [Header("Rotation Settings")] [SerializeField] private float rotationSpeed = 2.5f; [SerializeField] private float rotationSmoothness = 8f; [SerializeField] private float minVerticalAngle = -80f; [SerializeField] private float maxVerticalAngle = 80f; private Vector3 dragOrigin; private Vector3 targetPosition; private Plane movementPlane; private Vector3 rotationVelocity; private float currentXRotation; private float currentYRotation; private bool isRotating; void Start() { movementPlane = new Plane(Vector3.up, Vector3.zero); targetPosition = transform.position; Vector3 angles = transform.eulerAngles; currentXRotation = angles.x; currentYRotation = angles.y; } void Update() { HandleCameraRotation(); HandleCameraDrag(); HandleCameraZoom(); ApplySmoothMovement(); } private void HandleCameraDrag() { if (isRotating) return; if (Input.GetMouseButtonDown(0)) { dragOrigin = GetMouseWorldPosition(); } if (Input.GetMouseButton(0)) { Vector3 currentPos = GetMouseWorldPosition(); Vector3 offset = currentPos - dragOrigin; float heightFactor = targetPosition.y * heightDragMultiplier; float adjustedSpeed = dragSpeed * heightFactor; targetPosition -= offset * adjustedSpeed; dragOrigin = GetMouseWorldPosition(); } } private void HandleCameraRotation() { if (Input.GetMouseButtonDown(1)) { isRotating = true; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButton(1)) { float mouseX = Input.GetAxis("Mouse X") * rotationSpeed; float mouseY = Input.GetAxis("Mouse Y") * rotationSpeed; currentYRotation += mouseX; currentXRotation -= mouseY; currentXRotation = Mathf.Clamp(currentXRotation, minVerticalAngle, maxVerticalAngle); transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0); } if (Input.GetMouseButtonUp(1)) { isRotating = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } } private void HandleCameraZoom() { float scroll = Input.GetAxis("Mouse ScrollWheel"); if (scroll == 0) return; Vector3 zoomMovement = transform.forward * scroll * zoomSpeed * Time.deltaTime; targetPosition += zoomMovement * 10; //targetPosition.y = Mathf.Clamp(targetPosition.y, minHeight, maxHeight); } private void ApplySmoothMovement() { transform.position = Vector3.Lerp( transform.position, targetPosition, moveSmoothness * Time.deltaTime ); } private Vector3 GetMouseWorldPosition() { Ray ray = GetComponent<Camera>().ScreenPointToRay(Input.mousePosition); return movementPlane.Raycast(ray, out float distance) ? ray.GetPoint(distance) : Vector3.zero; } }我左键拖拽时容易移动速度过快,解决这个问题
03-08
using UnityEngine; [RequireComponent(typeof(Camera))] public class SmoothCityCameraController : MonoBehaviour { [Header(“Drag Settings”)] [SerializeField] private float dragSpeed = 0.5f; [SerializeField] private float heightDragMultiplier = 0.1f; [SerializeField] private float moveSmoothness = 5f; [Header(“Zoom Settings”)] [SerializeField] private float zoomSpeed = 50f; [SerializeField] private float minHeight = -100f; [SerializeField] private float maxHeight = 500f; [Header(“Rotation Settings”)] [SerializeField] private float rotationSpeed = 2.5f; [SerializeField] private float rotationSmoothness = 8f; [SerializeField] private float minVerticalAngle = -80f; [SerializeField] private float maxVerticalAngle = 80f; private Vector3 dragOrigin; private Vector3 targetPosition; private Plane movementPlane; private Vector3 rotationVelocity; private float currentXRotation; private float currentYRotation; private bool isRotating; void Start() { movementPlane = new Plane(Vector3.up, Vector3.zero); targetPosition = transform.position; Vector3 angles = transform.eulerAngles; currentXRotation = angles.x; currentYRotation = angles.y; } void Update() { HandleCameraRotation(); HandleCameraDrag(); HandleCameraZoom(); ApplySmoothMovement(); } private void HandleCameraDrag() { if (isRotating) return; if (Input.GetMouseButtonDown(0)) { dragOrigin = GetMouseWorldPosition(); } if (Input.GetMouseButton(0)) { Vector3 currentPos = GetMouseWorldPosition(); Vector3 offset = currentPos - dragOrigin; float heightFactor = targetPosition.y * heightDragMultiplier; float adjustedSpeed = dragSpeed * heightFactor; targetPosition -= offset * adjustedSpeed; dragOrigin = GetMouseWorldPosition(); } } private void HandleCameraRotation() { if (Input.GetMouseButtonDown(1)) { isRotating = true; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButton(1)) { float mouseX = Input.GetAxis(“Mouse X”) * rotationSpeed; float mouseY = Input.GetAxis(“Mouse Y”) * rotationSpeed; currentYRotation += mouseX; currentXRotation -= mouseY; currentXRotation = Mathf.Clamp(currentXRotation, minVerticalAngle, maxVerticalAngle); transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0); } if (Input.GetMouseButtonUp(1)) { isRotating = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } } private void HandleCameraZoom() { float scroll = Input.GetAxis(“Mouse ScrollWheel”); if (scroll == 0) return; Vector3 zoomMovement = transform.forward * scroll * zoomSpeed * Time.deltaTime; targetPosition += zoomMovement * 10; //targetPosition.y = Mathf.Clamp(targetPosition.y, minHeight, maxHeight); } private void ApplySmoothMovement() { transform.position = Vector3.Lerp( transform.position, targetPosition, moveSmoothness * Time.deltaTime ); } private Vector3 GetMouseWorldPosition() { Ray ray = GetComponent<Camera>().ScreenPointToRay(Input.mousePosition); return movementPlane.Raycast(ray, out float distance) ? ray.GetPoint(distance) : Vector3.zero; } }我左键拖拽时容易移动速度过快,我希望有一个限制速度的变量,解决这个问题
03-08
<think>我们正在讨论Unity中的Input.GetMouseButtonUp(0)方法,根据引用[3]中的代码示例,可以明确看到: Input.GetMouseButtonUp(0) 对应的是鼠标左键抬起事件。 同样,引用[2]中也提到使用Input.GetMouseButtonUp(0)来获取鼠标左键抬起事件。 因此,结论如下: 在Unity中,Input.GetMouseButtonUp(0) 检测的是鼠标左键的抬起事件。 同时,根据引用[3]的代码,我们可以总结出: 0 -> 鼠标左键 1 -> 鼠标右键 2 -> 鼠标中键 所以,当我们需要检测鼠标左键抬起时,使用Input.GetMouseButtonUp(0)。 注意:这些方法通常在Update函数中调用,每一帧都会检测。 示例代码: ```csharp void Update() { if (Input.GetMouseButtonUp(0)) { Debug.Log("鼠标左键抬起"); } } ``` 另外,引用[1]和[4]分别提到了键盘按键的检测(如空格键)和虚拟轴,但这里我们关注的是鼠标按键。 因此,回答用户的问题:Input.GetMouseButtonUp(0)对应鼠标左键的抬起事件。 现在,我们可以生成相关问题了。</think>### Unity中`Input.GetMouseButtonUp(0)`对应的鼠标按键解析 在Unity中,`Input.GetMouseButtonUp(0)`方法**专门用于检测鼠标左键的抬起事件**。这是Unity输入系统中最常用的鼠标按键检测方法之一,其参数与按键对应关系如下: | 参数值 | 对应鼠标按键 | 典型应用场景 | |--------|--------------|---------------------------| | `0` | **左键** | 常规点击、选择、拖拽操作 | | `1` | 右键 | 上下文菜单、视角旋转 | | `2` | 中键 | 视角平移、特殊功能触发 | #### 代码验证示例 ```csharp using UnityEngine; public class MouseButtonDetector : MonoBehaviour { void Update() { if (Input.GetMouseButtonUp(0)) { Debug.Log("鼠标左键抬起"); } if (Input.GetMouseButtonUp(1)) { Debug.Log("鼠标右键抬起"); } if (Input.GetMouseButtonUp(2)) { Debug.Log("鼠标中键抬起"); } } } ``` #### 关键特性说明 1. **状态检测原理** `GetMouseButtonUp()`仅在**按键从按下状态变为抬起状态的瞬间**返回`true`,持续约1帧时间[^3]。 2. **与相关方法的对比** ```csharp Input.GetMouseButtonDown(0) // 左键按下瞬间 Input.GetMouseButton(0) // 左键持续按住 Input.GetMouseButtonUp(0) // 左键抬起瞬间 ``` 3. **多平台兼容性** 在触摸屏设备上会自动映射为: - `0` → 单指触摸抬起 - `1` → 双指触摸抬起(部分设备)[^2] #### 实际应用场景 ```csharp // 对象拖拽释放 if (Input.GetMouseButtonUp(0) && isDragging) { DropItem(); } // 射击游戏开火结束 if (Input.GetMouseButtonUp(0)) { StopChargingShot(); } ``` > ⚠️ 注意:在UI交互中优先使用`EventTrigger`或`IPointerUpHandler`接口,避免与UGUI事件冲突[^4]。 ---
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