阅读这段Unity3d的官方文档我们会发现Unity4.6 UI,有一种更简单的方式来监听Button按钮的点击,MouseIn鼠标滑入,MouseOut鼠标滑出等事件,那就是我们我们可以通过实现各个事件的接口类来自定义事件。
三、通过MonoBehaviour 来实现事件类接口来实现事件的监听
第一步:通过Hierarchy面板创建button(详细参考Unity4.6 UI按钮绑定事件(一))
第二步:创建一个名为EventHandler的脚本,代码如下
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using
UnityEngine;
using
System.Collections;
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"
);
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"
);
}
}
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第三步:将脚本绑定到Button对象上(详细参考Unity4.6 UI按钮绑定事件(三)中图片介绍)
然后运行,我们就能看到各个事件被实现了
Unity4.6 UI(UGUI)如何判断UI元素被点击时是鼠标哪个按键,上面代码中我们可以根据eventData.pointerId来监听是我们按下的是鼠标左键还是右键。
通过前面几部分学习我们已经实现对Unity4.6 UI新的UI系统如何绑定事件做了大概讲解,但是弊端明显,就是每个UI元素都创建一个MonoBehavior来进行监听各个事件,显然这样做不行,下面我们来学习下利用Delegate和Event来做一个通用类UIEventListener来处理事件(不了解Delegate和Event的童鞋请自行谷歌搜索观察者模式),好了不废话了,下面贴上代码
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using
UnityEngine;
using
System.Collections;
using
UnityEngine.UI;
using
UnityEngine.EventSystems;
public
class
UIEventListener : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
/// <summary>
/// 定义事件代理
/// </summary>
/// <param name="gb"></param>
public
delegate
void
UIEventProxy(GameObject gb);
/// <summary>
/// 鼠标点击事件
/// </summary>
public
event
UIEventProxy OnClick;
/// <summary>
/// 鼠标进入事件
/// </summary>
public
event
UIEventProxy OnMouseEnter;
/// <summary>
/// 鼠标滑出事件
/// </summary>
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);
}
}
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下面我们来看下调用的代码:
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using
UnityEngine;
using
System.Collections;
using
UnityEngine.UI;
public
class
Test : MonoBehaviour
{
// Use this for initialization
void
Start()
{
Button btn =
this
.GetComponent<Button>();
UIEventListener btnListener = btn.gameObject.AddComponent<UIEventListener>();
btnListener.OnClick +=
delegate
(GameObject gb)
{
Debug.Log(gb.name);
};
btnListener.OnMouseEnter +=
delegate
(GameObject gb)
{
Debug.Log(gb.name);
};
btnListener.OnMouseExit +=
delegate
(GameObject gb)
{
Debug.Log(gb.name);
};
}
}
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关于Unity New UI中的按钮绑定事件的介绍就到此结束,欢迎您的围观,不足之处,敬请留言。