unity連線選擇

 

 此腳本掛在左側按鈕上

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;

public class line : MonoBehaviour,IPointerDownHandler,IPointerUpHandler,IDragHandler, IEndDragHandler
{
    [Header("線寬度")]
    public float lineWidth = 3f;
    [Header("線顏色")]
    public Color lineColor = Color.white;
    [Header("限制多選")]
    bool isUP = true;
    //連線
    GameObject lineObj = null;
    RectTransform lineObjRT = null;
    Image lineObjImg;
    //初始點
    Vector3 startPos = Vector3.zero;
    Vector3 endPos = Vector3.zero;
    // 最後落腳的物體
    GameObject GetObj;

    public void Decide()
    {
        if (GetObj != null)
        {
            if (GetObj.name == transform.name)
            {
                Debug.Log("回答正確");
                lineObjImg.color = Color.green;
            }
            else
            {
                lineObjImg.color = Color.red;
                Debug.Log("回答錯誤");
            }
        }
        else
        {
            Debug.Log("回答錯誤");
            //  DestroyImmediate(lineObjRT.gameObject);
        }
    }
    public void OnDrag(PointerEventData eventData)
    {
        if (isUP)
        {
            endPos = Input.mousePosition;
            Vector3 durationPos = endPos - startPos;
            lineObjRT.sizeDelta = new Vector2(durationPos.magnitude, lineWidth);
            float angle = Mathf.Atan2(durationPos.y, durationPos.x) * Mathf.Rad2Deg;
            lineObjRT.localRotation = Quaternion.Euler(0, 0, angle);
        }   
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        if (isUP)
        {
            if (eventData.pointerEnter != null)
            {
                print(eventData.pointerEnter.name);

                endPos = eventData.pointerEnter.transform.position;
                Vector3 durationPos = endPos - startPos;
                lineObjRT.sizeDelta = new Vector2(durationPos.magnitude, lineWidth);
                float angle = Mathf.Atan2(durationPos.y, durationPos.x) * Mathf.Rad2Deg;
                lineObjRT.localRotation = Quaternion.Euler(0, 0, angle);
               
                isUP = false;
            }
            else
            {
                
                print("未選中,結果爲空");
            }
        }    
    }
    public void OnPointerDown(PointerEventData eventData)
    {
     
    
        //限制多選
        if (isUP)
        {
            lineObj = new GameObject("LineObj");
            lineObj.SetActive(false);

            lineObjRT = lineObj.AddComponent<RectTransform>();
            lineObjRT.pivot = new Vector2(0, 0.5f);
            lineObjRT.localScale = Vector3.one;

            lineObjImg = lineObj.AddComponent<Image>();
            lineObjImg.color = lineColor;
            lineObjImg.raycastTarget = false;

            lineObjRT.SetParent(transform);

            startPos = transform.position;

            lineObjRT.position = startPos;
            lineObjRT.sizeDelta = Vector2.zero;
            lineObj.SetActive(true);
        };      

        
    }
    public void OnPointerUp(PointerEventData eventData)
    {
        if (isUP)
        {
            if (eventData.pointerEnter != null)
            {
                GetObj = eventData.pointerEnter;



                //添加數據
                Line_chose.dic_add.Add(int.Parse(transform.name), int.Parse(eventData.pointerEnter.name));
                Line_chose.number++;
               
            }
            if (eventData.pointerEnter == null)
            {
                DestroyImmediate(lineObjRT.gameObject);
            }
        }
        if (eventData.button == PointerEventData.InputButton.Right)
        {
            if(Line_chose.dic_add.ContainsKey(int.Parse(transform.name)))
            {
                //移除數據
                Line_chose.dic_add.Remove(int.Parse(transform.name));
                Line_chose.number--;
            }          
            DestoryAll();
            isUP = true;
        }

    }
    //銷燬自身所有的線
    void DestoryAll()
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            Destroy(transform.GetChild(i).gameObject);
        }

    }
}

 掛在任意處

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

public class Line_chose : MonoBehaviour
{
    [Header("左側選項")]
    public RectTransform[] left_start_arr;
    [Header("右側選項")]
    public RectTransform[] right_end_arr;
    [Header("結束連線")]
    public Button ok;
    //選擇題個數
    public static int number;
    //初始答案
    private Dictionary<int, int> _dic_da_an = new Dictionary<int, int>();
    //答案錄入
    public static Dictionary<int, int> dic_add = new Dictionary<int, int>();
    void Init()
    {
        _dic_da_an.Add(0, 0);
        _dic_da_an.Add(1, 1);
        _dic_da_an.Add(2, 2);
      
    }
    // Start is called before the first frame update
    void Start()
    {
        
        Init();
        ok.onClick.AddListener(delegate () { Jie_suan(); });
    }
    //銷燬自身所有的線
    void DestoryAll()
    {
        for (int i = 0; i < left_start_arr.Length; i++)
        {
            Destroy(left_start_arr[i].GetChild(i).gameObject);
        }

    }
    //結算答案
    public void Jie_suan()
    {
        print("字典個數"+ dic_add.Count);
        for (int i = 0; i < left_start_arr.Length; i++)
        {
            if (left_start_arr[i].GetComponent<line>() != null)
            {
                left_start_arr[i].GetComponent<line>().Decide();
            }

        }
        //是否都連完
        if(number== left_start_arr.Length)
        {
            for (int i = 0; i < number; i++)
            {
                if (dic_add[i] == _dic_da_an[i])
                {
                    //對
                }

            }
        }       
       
    }
}

 

 

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