C# XNA按住并单击同一对象
如果游戏中的同一对象有两种不同的操作,使用默认输入(当前和最后一个MouseState)单击该对象并按住鼠标在其上单击,则即使按住鼠标,也会激活单击操作。例如,您可以使用按住键在屏幕上拖放对象,但当您单击它时,它应该消失。当你点击物体移动它的那一刻,它就会消失,这是一个不想要的结果C# XNA按住并单击同一对象,c#,xna,mouse,C#,Xna,Mouse,如果游戏中的同一对象有两种不同的操作,使用默认输入(当前和最后一个MouseState)单击该对象并按住鼠标在其上单击,则即使按住鼠标,也会激活单击操作。例如,您可以使用按住键在屏幕上拖放对象,但当您单击它时,它应该消失。当你点击物体移动它的那一刻,它就会消失,这是一个不想要的结果 MouseState current, last; public void Update(GameTime gameTime) { current = Mouse.GetState(); bool c
MouseState current, last;
public void Update(GameTime gameTime) {
current = Mouse.GetState();
bool clicked = current.LeftButton == ButtonState.Pressed && last.LeftButton == ButtonState.Released;
bool holding = current.LeftButton == ButtonState.Pressed;
if(clicked) vanishObject();
if(holding) moveObject(current.X, current.Y);
last = current;
}
我想用一个“保持N秒以上”的标志来解决这个问题,并将消失放在ReleasedClick上,检查标志,但是改变事件时间似乎不是一个优雅的解决方案。有什么想法吗?你应该改变你消失物体的逻辑。你真正想要的是
if (clicked && !holding) vanishObject();
这应该是获取所需内容的最简单方法。您正在考虑单击错误的方法。实现此行为的最简单方法是,仅当在最后一帧按下mouseState并释放此帧时,以及如果未达到某个时间,才触发单击操作。代码:
private const float HOLD_TIMESPAN = .5f; //must hold down mouse for 1/2 sec to activate hold
MouseState current, last;
private float holdTimer;
public virtual void Update(GameTime gameTime)
{
bool isHeld, isClicked; //start off with some flags, both false
last = current; //store previous frame's mouse state
current = Mouse.GetState(); //store this frame's mouse state
if (current.LeftButton == ButtonState.Pressed)
{
holdTimer += (float)gameTime.ElapsedTime.TotalSeconds();
}
if (holdTimer > HOLD_TIMESPAN)
isHeld = true;
if (current.LeftButton == ButtonState.Released)
{
if (isHeld) //if we're releasing a held button
{
holdTimer = 0f; //reset the hold timer
isHeld = false;
OnHoldRelease(); //do anything you need to do when a held button is released
}
else if (last.LeftButton == ButtonState.Pressed) //if NOT held (i.e. we have not elapsed enough time for it to be a held button) and just released this frame
{
//this is a click
isClicked = true;
}
}
if (isClicked) VanishObject();
else if (isHeld) MoveObject(current.X, current.Y);
}
当然,这段代码还有一些优化的空间,但我认为它足够合理。const float DragTimeLapsus=0.2f;
const float DragTimeLapsus = 0.2f;
if (current.LeftButton == ButtonState.Released) time = 0;
else time+= ElapsedSeconds;
bool clicked = current.LeftButton == ButtonState.Released
&& last.LeftButton == ButtonState.Pressed
&& time<DragTimeLapsus;
bool holding = current.LeftButton == ButtonState.Pressed
&& last.LeftButton == ButtonState.Pressed
&& time>DragTimeLapsus ;
如果(current.LeftButton==ButtonState.Released)时间=0;
else time+=耗时秒;
bool clicked=current.LeftButton==ButtonState.Released
&&last.LeftButton==按钮状态。按下
&&时间差;
感谢所有回答我的人,但是没有人改变事实来实现发布事件上的点击,而不是新闻。我认为最好检查鼠标位置,如果realease与点击位置相同,它被点击,否则它被拖动