Unity UGUI 按钮绑定事件
Hu&Fei 人气:0UGUI 可视化创建以及关联事件很方便, 动态创建可以利用创建好的 Prefab 进行实例化, 只是在关联事件上有些复杂, 本文总结了几种给按钮绑定事件的关联方式.
1. 可视化创建及事件绑定
Step 1 : 通过 Hierarchy 面板创建 UI > Button
.
Step 2 : 创建一个脚本 TestClick.cs, 定义了一个 Click 的 public 方法.
Step 3 : 选中 Hierarchy 中的 Button, Add Component
脚本 TestClick.cs
Step 4 : 在 Button(Script)
关联 TestClick 脚本里的 Click 方法.
Step 5 : Done.
TestClick.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class TestClick : MonoBehaviour { public void Click(){ Debug.Log ("Button Clicked. TestClick."); } }
2. 通过直接绑定脚本来绑定事件
Step 1 : 通过 Hierarchy 面板创建 UI > Button
.
Step 2 : 创建一个 ClickHandler.cs 脚本, 定义了一个私有方法 OnClick(), 并在 Start() 方法里为 Button 添加点击事件的监听,作为参数传入 OnClick 方法.
Step 3 : 将 ClickHandler 绑定在 Button 对象上.
Step 4 : Done.
ClickHandler.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ClickHandler : MonoBehaviour { void Start () { Button btn = this.GetComponent<Button> (); btn.onClick.AddListener (OnClick); } private void OnClick(){ Debug.Log ("Button Clicked. ClickHandler."); }
3. 通过 EventTrigger 实现按钮点击事件
UGUI 系统中 Button 默认只提供了 OnClick 的调用方法, 有时候我们还需要监听鼠标进入事件 (MouseIn) 和鼠标滑出事件 (MouseOut). 就需要借助 UI 系统中的 EventTrigger 脚本来实现.
Step 1 : 通过 Hierarchy 面板创建 UI > Button
.
Step 2 : 创建一个 EventTriggerHandler.cs 脚本, 利用 UnityEngine.EventSystems.EventTrigger 添加监听事件.
Step 3 : 绑定 EventTriggerHandler.cs 脚本到 Button 上.
Step 4 : Done.
EventTriggerHandler.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; // 需要 EventTrigger 脚本的支援 [RequireComponent(typeof(UnityEngine.EventSystems.EventTrigger))] public class EventTriggerHandler : MonoBehaviour { // Use this for initialization void Start () { Button btn = this.GetComponent<Button> (); EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger> (); EventTrigger.Entry entry = new EventTrigger.Entry (); // 鼠标点击事件 entry.eventID = EventTriggerType.PointerClick; // 鼠标进入事件 entry.eventID = EventTriggerType.PointerEnter; // 鼠标滑出事件 entry.eventID = EventTriggerType.PointerExit; entry.callback = new EventTrigger.TriggerEvent (); entry.callback.AddListener (OnClick); // entry.callback.AddListener (OnMouseEnter); trigger.triggers.Add (entry); } private void OnClick(BaseEventData pointData){ Debug.Log ("Button Clicked. EventTrigger.."); private void OnMouseEnter(BaseEventData pointData){ Debug.Log ("Button Enter. EventTrigger.."); }
4. 通过 MonoBehaviour 实现事件类接口来实现事件的监听
Step 1 : 通过 Hierarchy 面板创建 UI > Button
.
Step 2 : 创建一个 EventHandler.cs 脚本.
Step 3 : 将脚本绑定在 Button 对象上.
Step 4 : Done.
EventHandler.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class EventHandler : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IDragHandler { public void OnPointerClick(PointerEventData eventData){ if(eventData.pointerId == -1){ Debug.Log ("Left Mouse Clicked."); } else if(eventData.pointerId == -2){ Debug.Log ("Right Mouse Clicked."); } } public void OnPointerEnter(PointerEventData eventData){ Debug.Log ("Pointer Enter.."); public void OnPointerExit(PointerEventData eventData){ Debug.Log ("Pointer Exit.."); public void OnPointerDown(PointerEventData eventData){ Debug.Log ("Pointer Down.."); public void OnDrag(PointerEventData eventData){ Debug.Log ("Dragged.."); }
UGUI 如何判断 UI 元素被点击时是鼠标的哪个按键, 上面的代码中我们可以根据 eventData.pointerId 来监听是鼠标左键还是右键. 但是每个 UI 元素都创建一个 MonoBehaviour 来监听各个事件显然不好, 下面是通过利用 Delegate 和 Event 来做一个通用类 UIEventListener 来处理事件 (观察者模式).
UIEventListener.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class UIEventListener : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler { // 定义事件代理 public delegate void UIEventProxy(GameObject gb); // 鼠标点击事件 public event UIEventProxy OnClick; // 鼠标进入事件 public event UIEventProxy OnMouseEnter; // 鼠标滑出事件 public event UIEventProxy OnMouseExit; public void OnPointerClick(PointerEventData eventData){ if (OnClick != null) OnClick (this.gameObject); } public void OnPointerEnter(PointerEventData eventData){ if (OnMouseEnter != null) OnMouseEnter (this.gameObject); public void OnPointerExit(PointerEventData eventData){ if (OnMouseExit != null) OnMouseExit (this.gameObject); }
TestEvent.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TestEvent : MonoBehaviour { void Start () { Button btn = this.GetComponent<Button> (); UIEventListener btnListener = btn.gameObject.AddComponent<UIEventListener> (); btnListener.OnClick += delegate(GameObject gb) { Debug.Log(gb.name + " OnClick"); }; btnListener.OnMouseEnter += delegate(GameObject gb) { Debug.Log(gb.name + " OnMouseEnter"); btnListener.OnMouseExit += delegate(GameObject gb) { Debug.Log(gb.name + " OnMOuseExit"); } }
TestEvent 脚本绑定在 Button 上即可.
Project 结构
代码 : Here
加载全部内容