Unity学习日记(十四) UGUI Toggle长按和Button长按

使用延迟函数实现长按Toggle和Button触发事件,以及网上所有用的长按释放的时候触发按钮事件两个都被我整合到一起方便以后使用.

LongPressToggle类

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;

[AddComponentMenu("UI/LongPressToggle")]
public class LongPressToggle : Toggle
{
    public bool IsUpExecute = false;
    public float PressTime = 1.0f;

    [Serializable]
    public class LongPressEvent : UnityEvent { }
    [SerializeField]
    private LongPressEvent _onLongPress;

    public LongPressEvent OnLongPress
    {
        get { return _onLongPress; }
        set { _onLongPress = value; }
    }

    private DateTime _firstTime = default(DateTime);
    private DateTime _secondTime = default(DateTime);

    private void Press()
    {
        if (null != OnLongPress)
            OnLongPress.Invoke();
        resetTime();
    }

    public override void OnPointerDown(PointerEventData eventData)
    {
        base.OnPointerDown(eventData);
        if (!IsUpExecute)
        {
            Invoke("InvokePressed", PressTime);
        }
        else
        {
            if (_firstTime.Equals(default(DateTime)))
                _firstTime = DateTime.Now;
        }
    }

    public override void OnPointerUp(PointerEventData eventData)
    {
        base.OnPointerUp(eventData);
        if (IsUpExecute)
        {
            // 在鼠标抬起的时候进行事件触发,时差大于600ms触发
            if (!_firstTime.Equals(default(DateTime)))
                _secondTime = DateTime.Now;
            if (!_firstTime.Equals(default(DateTime)) && !_secondTime.Equals(default(DateTime)))
            {
                var intervalTime = _secondTime - _firstTime;
                int milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
                if (milliSeconds > PressTime * 100f)
                    Press();
                else
                    resetTime();
            }
        }
    }

    public override void OnPointerExit(PointerEventData eventData)
    {
        base.OnPointerExit(eventData);
        resetTime();
    }

    private void resetTime()
    {
        _firstTime = default(DateTime);
        _secondTime = default(DateTime);
    }

    private void InvokePressed()
    {
        if (IsPressed())
        {
            Press();
        }
    }
}

LongPressButton类:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;

[AddComponentMenu("UI/LongPressButton")]
public class LongPressButton : Button
{
    public bool IsUpExecute = false;
    public float PressTime = 1.0f;

    [Serializable]
    public class LongPressEvent : UnityEvent{}
    [SerializeField]
    private LongPressEvent _onLongPress;

    public LongPressEvent OnLongPress
    {
        get { return _onLongPress; }
        set { _onLongPress = value; }
    }

    private DateTime _firstTime = default(DateTime);
    private DateTime _secondTime = default(DateTime);

    private void Press()
    {
        if (null != OnLongPress)
            OnLongPress.Invoke();
        resetTime();
    }

    public override void OnPointerDown(PointerEventData eventData)
    {
        base.OnPointerDown(eventData);
        if (!IsUpExecute)
        {
            Invoke("InvokePressed", PressTime);
        }
        else
        {
            if (_firstTime.Equals(default(DateTime)))
                _firstTime = DateTime.Now;
        }
    }

    public override void OnPointerUp(PointerEventData eventData)
    {
        base.OnPointerUp(eventData);
        if (IsUpExecute)
        {
            // 在鼠标抬起的时候进行事件触发,时差大于600ms触发
            if (!_firstTime.Equals(default(DateTime)))
                _secondTime = DateTime.Now;
            if (!_firstTime.Equals(default(DateTime)) && !_secondTime.Equals(default(DateTime)))
            {
                var intervalTime = _secondTime - _firstTime;
                int milliSeconds = intervalTime.Seconds * 1000 + intervalTime.Milliseconds;
                if (milliSeconds > PressTime * 100f)
                    Press();
                else
                    resetTime();
            }
        }
    }

    public override void OnPointerExit(PointerEventData eventData)
    {
        base.OnPointerExit(eventData);
        resetTime();
    }

    private void resetTime()
    {
        _firstTime = default(DateTime);
        _secondTime = default(DateTime);
    }

    private void InvokePressed()
    {
        if (IsPressed())
        {
            Press();
        }
    }
}

 

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