angular2 表格点击选中与鼠标悬浮

angular2 表格点击选中与鼠标悬浮,第1张

注释

根据点击或悬浮事件得到选中行号,根据行号用[ngClass]绑定样式,若点击样式和悬浮样式同时起作用,把flag2=-1,去掉悬浮样式。

下面是unity自带的,在Scripts资源包里有拖拽代码,这个拖拽物体必须附加Rigidbody刚体组件。

DragRigidbodyjs

var spring = 500;

var damper = 50;

var drag = 100;

var angularDrag = 50;

var distance = 02;

var attachToCenterOfMass = false;

private var springJoint : SpringJoint;

function Update ()

{

// Make sure the user pressed the mouse down

if (!InputGetMouseButtonDown (0))

return;

var mainCamera = FindCamera();

// We need to actually hit an object

var hit : RaycastHit;

if (!PhysicsRaycast(mainCameraScreenPointToRay(InputmousePosition), hit, 100))

return;

// We need to hit a rigidbody that is not kinematic

if (!hitrigidbody || hitrigidbodyisKinematic)

return;

if (!springJoint)

{

var go = new GameObject("Rigidbody dragger");

var body : Rigidbody = goAddComponent ("Rigidbody") as Rigidbody;

springJoint = goAddComponent ("SpringJoint");

bodyisKinematic = true;

}

springJointtransformposition = hitpoint;

if (attachToCenterOfMass)

{

var anchor = transformTransformDirection(hitrigidbodycenterOfMass) + hitrigidbodytransformposition;

anchor = springJointtransformInverseTransformPoint(anchor);

springJointanchor = anchor;

}

else

{

springJointanchor = Vector3zero;

}

springJointspring = spring;

springJointdamper = damper;

springJointmaxDistance = distance;

springJointconnectedBody = hitrigidbody;

StartCoroutine ("DragObject", hitdistance);

}

function DragObject (distance : float)

{

var oldDrag = springJointconnectedBodydrag;

var oldAngularDrag = springJointconnectedBodyangularDrag;

springJointconnectedBodydrag = drag;

springJointconnectedBodyangularDrag = angularDrag;

var mainCamera = FindCamera();

while (InputGetMouseButton (0))

{

var ray = mainCameraScreenPointToRay (InputmousePosition);

springJointtransformposition = rayGetPoint(distance);

yield;

}

if (springJointconnectedBody)

{

springJointconnectedBodydrag = oldDrag;

springJointconnectedBodyangularDrag = oldAngularDrag;

springJointconnectedBody = null;

}

}

function FindCamera ()

{

if (camera)

return camera;

else

return Cameramain;

}

编程回忆录已经有八年的历史,是教程团队旗下的一个在线网络培训机构,目前已录制十三个科目,涉及到互联网开发,软件开发,游戏开发(虚拟现实开发),现在编程回忆录的Unity3D是国内唯一一家中文连载的大型视频教程。零基础开始讲解,通俗易懂 ,以实战为目地,受到众多网友的一致好评。

展示方式不同,所用技术不同。前端开发用到的技术包括但不限于html。css。javascript、jquery、Bootstrap、Nodejs、AngularJs等技术。后端开发以java为例主要用到的是包括但不限于StrutsspringspringmvcHibernate>

以上就是关于angular2 表格点击选中与鼠标悬浮全部的内容,包括:angular2 表格点击选中与鼠标悬浮、unity3d中判断鼠标是否在屏幕指定区域内、前端和后端开发有什么区别吗等相关内容解答,如果想了解更多相关内容,可以关注我们,你们的支持是我们更新的动力!

欢迎分享,转载请注明来源:内存溢出

原文地址: http://outofmemory.cn/web/9755927.html

(0)
打赏 微信扫一扫 微信扫一扫 支付宝扫一扫 支付宝扫一扫
上一篇 2023-05-01
下一篇 2023-05-01

发表评论

登录后才能评论

评论列表(0条)