Unity物体及UIEventTrigger事件监听简单记录

常用的功能自己经常忘记,所以记录下代码,以备忘记时能够查阅!!!

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
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;
    public VoidDelegate onSub;
    static public EventTriggerListener Get(GameObject go)
    {
        EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
        if (listener == null) listener = go.AddComponent<EventTriggerListener>();
        return listener;
    }
    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 eventData)
    {
        if (onSelect != null) onSelect(gameObject);
    }
    public override void OnUpdateSelected(BaseEventData eventData)
    {
        if (onUpdateSelect != null) onUpdateSelect(gameObject);
    }

    public override void OnSubmit(BaseEventData eventData)
    {
        if (onSub != null) onSub(gameObject);
    }
}
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class EventTriggerListener : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerEnterHandler,
IPointerExitHandler, IPointerUpHandler, ISelectHandler, IUpdateSelectedHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    public delegate void VoidDelegate(GameObject go);
    public VoidDelegate onClick;
    public VoidDelegate onDoubleClick;
    public VoidDelegate onDown;
    public VoidDelegate onEnter;
    public VoidDelegate onExit;
    public VoidDelegate onUp;
    public VoidDelegate onSelect;
    public VoidDelegate onUpdateSelect;
    public VoidDelegate onBeginDrag;
    public VoidDelegate onEndDrag;
    public VoidDelegate onDrag;
    float t1;
    float t2;


    static public EventTriggerListener Get(GameObject go)
    {
        EventTriggerListener listener = go.GetComponent<EventTriggerListener>();
        if (listener == null) listener = go.AddComponent<EventTriggerListener>();
        return listener;
    }
    public void OnPointerClick(PointerEventData eventData)
    {
        t2 = Time.realtimeSinceStartup;
        if (t2 - t1 < 0.2)
        {
            if (onDoubleClick != null) onDoubleClick(gameObject);
        }
        else 
        {
            if (onClick != null) onClick(gameObject);
        }
        t1 = t2;

        //if (eventData.clickCount == 2)
        //{
        //    if (onDoubleClick != null) onDoubleClick(gameObject);
        //}
        //else if (eventData.clickCount == 1)
        //{
        //    if (onClick != null) onClick(gameObject);
        //}
    }
    public void OnPointerDown(PointerEventData eventData)
    {
        if (onDown != null) onDown(gameObject);
    }
    public void OnPointerEnter(PointerEventData eventData)
    {
        if (onEnter != null) onEnter(gameObject);
    }
    public void OnPointerExit(PointerEventData eventData)
    {
        if (onExit != null) onExit(gameObject);
    }
    public void OnPointerUp(PointerEventData eventData)
    {
        if (onUp != null) onUp(gameObject);
    }
    public void OnSelect(BaseEventData eventData)
    {
        if (onSelect != null) onSelect(gameObject);
    }
    public void OnUpdateSelected(BaseEventData eventData)
    {
        if (onUpdateSelect != null) onUpdateSelect(gameObject);
    }
    public void OnBeginDrag(PointerEventData eventData)
    {
        if (onBeginDrag != null) onBeginDrag(gameObject);
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        if (onEndDrag != null) onEndDrag(gameObject);
    }

    public void OnDrag(PointerEventData eventData)
    {
        if (onDrag != null) onDrag(gameObject);
    }

}

 RaycastHit hit;
 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 if (Physics.Raycast(ray, out hit, 1000f, LayerMask.GetMask("EquipmentInfo")))
 {
     Debug.Log("click object name is " + hit.collider.gameObject.name);
 
 }
 //射线检查
 _ray = new Ray(m_eye.position, m_eye.forward);

 Debug.DrawRay(m_eye.position, m_eye.forward * 2, Color.red);

 if (Physics.Raycast(_ray, out _hit, 500f, 1 << LayerMask.NameToLayer("EyeCheck")))
 {
     if (m_IsDebug) Debug.DrawRay(m_eye.position, m_eye.forward * 2, Color.green);
     Debug.Log(_hit.transform.name);

 }
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