有两种方法来拦截事件。例子1和2为第一种,3为第二种
适用重开游戏按钮等使用delegate()
//ButtonTransform是目标按钮的Transform
EventTrigger trigger = ButtonTransform.gameObject.AddComponent<EventTrigger>();
//这里直接重新指定了triggers的全部指令
trigger.triggers = new List<EventTrigger.Entry>();
//目标按钮按下事件PointerDown
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerDown;
//这里使用delegate()
entry.callback.AddListener(delegate (BaseEventData data){
Debug.Log("TTT");});
//或者使用lambda 两者差不多
//entry.callback.AddListener((BaseEventData data) => { Debug.Log("TTT"); });
trigger.triggers.Add(entry);
使用UnityAction<BaseEventData>创建的事件(看起来就是代码多,烦滴很)。该事件下需要写的代码量大就选这种
EventTrigger trigger = t.gameObject.AddComponent<EventTrigger>();
trigger.triggers = new List<EventTrigger.Entry>();
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerDown;
//和上面一样
//使用UnityAction<BaseEventData>
UnityAction<BaseEventData> entryFunction =
new UnityAction<BaseEventData>(myFunction);
entry.callback.AddListener(entryFunction);
//这里也算lambda,但是多写代码(芜湖起飞)该事件下需要写的代码量大就选这种
//entry.callback.AddListener((data) => { myFunction((BaseEventData)data); });
trigger.triggers.Add(entry);
public void myFunction(BaseEventData data){
Debug.Log("TTT");
}
3.:可以扩展EventTrigger,并重写指定的拦截事件,EventTrigger事件修改的很多就选这种。
public class EventTriggerExample : EventTrigger
{
public override void OnBeginDrag(PointerEventData data){
Debug.Log("OnBeginDrag called.");}
public override void OnCancel(BaseEventData data){
Debug.Log("OnCancel called.");}
//还有很多可以重写,然后直接调用即可
}