Unity按钮事件封装 Unity 按钮事件封装操作(EventTriggerListener)
DaLiangChen 人气:0想了解Unity 按钮事件封装操作(EventTriggerListener)的相关内容吗,DaLiangChen在本文为您仔细讲解Unity按钮事件封装的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:Unity,按钮事件封装,EventTriggerListener,下面大家一起来学习吧。
我就废话不多说了,大家还是直接看代码吧~
using UnityEngine; using UnityEngine.EventSystems; namespace Mx.UI { public class EventTriggerListener :UnityEngine.EventSystems.EventTrigger { public delegate void VoidDelegate(GameObject go); public VoidDelegate onClick; public VoidDelegate onDown; public VoidDelegate onEnter; public VoidDelegate onExit; public VoidDelegate onUp; public VoidDelegate onSelect; public VoidDelegate onUpdateSelect; /// <summary> /// 得到“监听器”组件 /// </summary> /// <param name="go">监听的游戏对象</param> /// <returns> /// 监听器 /// </returns> public static EventTriggerListener Get(GameObject go) { EventTriggerListener lister = go.GetComponent<EventTriggerListener>(); if (lister==null) { lister = go.AddComponent<EventTriggerListener>(); } return lister; } public override void OnPointerClick(PointerEventData eventData) { if (onClick != null) { onClick(gameObject); } } public override void OnPointerDown(PointerEventData eventData) { if (onDown != null) { onDown(gameObject); } } public override void OnPointerEnter(PointerEventData eventData) { if (onEnter != null) { onEnter(gameObject); } } public override void OnPointerExit(PointerEventData eventData) { if (onExit != null) { onExit(gameObject); } } public override void OnPointerUp(PointerEventData eventData) { if (onUp != null) { onUp(gameObject); } } public override void OnSelect(BaseEventData eventBaseData) { if (onSelect != null) { onSelect(gameObject); } } public override void OnUpdateSelected(BaseEventData eventBaseData) { if (onUpdateSelect != null) { onUpdateSelect(gameObject); } } }//Class_end }
补充:Unity学习笔记——自定义EventTriggerListener事件
通常我们在Unity给按钮或者图片添加EventeTrigger事件都需要手动添加组件,或者通过代码继承系统提供接口实现功能。这样使用起来比较麻烦,所以我参考网上资料总结写了一个自定义的EventTriggerListener类,专门用于添加事件。
EventTriggerListener类,不需要挂载到物体上,继承EventTrigger,作为Common类直接使用
using UnityEngine; using UnityEngine.EventSystems; public class EventTriggerListener : EventTrigger { public delegate void voidDelegate(GameObject obj); public voidDelegate OnBtnDown; public voidDelegate OnBtnUp; public voidDelegate OnEnter; public voidDelegate OnExit; public voidDelegate OnStay; public voidDelegate OnClick; public voidDelegate OnDoubleClick; private float t1, t2; private bool isEnter = false; public void Update() { if (isEnter) { if (OnStay != null) { OnStay(gameObject); } } } public static EventTriggerListener Get(GameObject obj) { EventTriggerListener eventTriggerListener = obj.GetComponent<EventTriggerListener>(); if (eventTriggerListener == null) { eventTriggerListener = obj.AddComponent<EventTriggerListener>(); } return eventTriggerListener; } /// <summary> /// 判断是否是第二次点击 /// </summary> private bool isTwo = true; private bool isOver = true; public override void OnPointerDown(PointerEventData eventData) { if (OnBtnDown != null) { OnBtnDown(gameObject); } isTwo = !isTwo; if (!isOver) { return; } isOver = false; Invoke("SelectClick", 0.3f); } public void SelectClick() { if (isTwo) { if (OnDoubleClick!=null) { OnDoubleClick(gameObject); } } else { if (OnClick!=null) { OnClick(gameObject); } } isTwo = true; isOver = true; } public override void OnPointerUp(PointerEventData eventData) { if (OnBtnUp != null) { OnBtnUp(gameObject); } } public override void OnPointerEnter(PointerEventData eventData) { if (OnEnter != null) { OnEnter(gameObject); } isEnter = true; } public override void OnPointerExit(PointerEventData eventData) { if (OnExit != null) { OnExit(gameObject); } isEnter = false; } }
以上是最常见的几种事件,全部事件可以查看EventTrigger类。
使用方法:新建脚本BtnEvent,继承MonoBehaviour挂载到场景物体中,在Start()周期函数中给需要添加事件的物体添加事件(我这里直接挂载到需要注册事件的按钮上)其中gameObject是需要添加的物体gameObject
using UnityEngine; public class BtnEvent : MonoBehaviour { void Start () { EventTriggerListener.Get(transform.gameObject).OnClick += (gameobj) => { Debug.Log("onclick"); }; EventTriggerListener.Get(transform.gameObject).OnBtnDown += (gameobj) => { Debug.Log("OnBtnDown"); }; EventTriggerListener.Get(transform.gameObject).OnBtnUp += (gameobj) => { Debug.Log("OnBtnUp"); }; EventTriggerListener.Get(transform.gameObject).OnEnter += (gameobj) => { Debug.Log("OnEnter"); }; EventTriggerListener.Get(transform.gameObject).OnExit += (gameobj) => { Debug.Log("OnExit"); }; EventTriggerListener.Get(transform.gameObject).OnDoubleClick += (gameobj) => { Debug.Log("OnDoubleClick"); }; EventTriggerListener.Get(transform.gameObject).OnStay += (gameobj) => { Debug.Log("OnStay"); }; } }
运行结果:
PS:单击和双击事件的同时监听会有冲突,所以通过Invoke()检测300ms内点击次数,每次按钮按下的时候检测。
以上为个人经验,希望能给大家一个参考,也希望大家多多支持。如有错误或未考虑完全的地方,望不吝赐教。
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