2:切入正题
在ugui中利用事件接口实现事件,比如实现IPointerDownHandler,IPointerClickHandler等等这些常用的事件接口,还有一些接口在这说明一下,因为不知道的 还真不知道怎么使用,(先上图)
另外的IDropHandler接口实现OnDrop(我理解为 接收函数 关于拖动这块建议去Asset store上面看看官方(Unity Samples:UI),里面有拖拽这个例子)
好接下来重点来了,一个很简单的如何实现动态添加事件(在网上看的动态添加事件都很麻烦的,各种注册回调,反正用起来不是很方便,如果你使用过NGUI应该知道UITriggerListener来动态添加事件很方便)这里可以先看看雨松的帖子(致敬雨松)帖子点这里。然后我们再用的时候大部分是希望要知道PointerEventData里面的数据,所以在这里我改了一下(先上图)
然后我们再用的时候
这样是不是很方便呢??????
最后,按照国际惯例,附上源码
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class UIEvent : MonoBehaviour,
ISelectHandler,ISubmitHandler,ICancelHandler,IMoveHandler,IUpdateSelectedHandler, //要设置选中的物体
IDropHandler,IDragHandler,IPointerDownHandler {
//鼠标按下
public void OnPointerDown(PointerEventData eventData)
{
//只有设置了下面的事件才会响应
EventSystem.current.SetSelectedGameObject(this.gameObject);
}
//选中这个物体(既是鼠标焦点在这个物体上)
public void OnSelect(BaseEventData eventData)
{
Debug.Log("选中");
}
public void OnUpdateSelected(BaseEventData eventData)
{
Debug.Log("Update选中");
}
//在inputManagerd对用Submit
public void OnSubmit(BaseEventData eventData)
{
Debug.Log("提交");
}
//在inputManagerd对用Cancel
public void OnCancel(BaseEventData eventData)
{
Debug.Log("取消");
}
//在inputManagerd对用Horizontal和Vertical
public void OnMove(AxisEventData eventData)
{
Debug.Log("移动"+eventData.moveDir);
}
//拖动接收事件
public void OnDrop(PointerEventData eventData)
{
Debug.Log("接收的物体名字:——"+eventData.pointerEnter.gameObject.name);
}
//拖动事件
public void OnDrag(PointerEventData eventData)
{
Debug.Log("拖动中");
}
另一个
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class EventTriggerListener :EventTrigger
{
public delegate void VoidDelegate<T>(T eventData);
public VoidDelegate<PointerEventData> onClick;
public VoidDelegate<PointerEventData> onDown;
public VoidDelegate<PointerEventData> onEnter;
public VoidDelegate<PointerEventData> onExit;
public VoidDelegate<PointerEventData> onUp;
public VoidDelegate<BaseEventData> onSelect;
public VoidDelegate<BaseEventData> onUpdateSelect;
public VoidDelegate<AxisEventData> onMove;
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(eventData);
}
public override void OnPointerDown(PointerEventData eventData)
{
if (onDown != null) onDown(eventData);
}
public override void OnPointerEnter(PointerEventData eventData)
{
if (onEnter != null) onEnter(eventData);
}
public override void OnPointerExit(PointerEventData eventData)
{
if (onExit != null) onExit(eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
if (onUp != null) onUp(eventData);
}
public override void OnSelect(BaseEventData eventData)
{
if (onSelect != null) onSelect(eventData);
}
public override void OnUpdateSelected(BaseEventData eventData)
{
if (onUpdateSelect != null) onUpdateSelect(eventData);
}
public override void OnMove(AxisEventData eventData)
{
if (onMove != null) onMove(eventData);
}
}
//-------------------------2019.4.19 修改增加--------------
把EventTriggerListener改一下
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class EventTriggerListener : EventTrigger
{
public EventTriggerConstom<PointerEventData> OnMouseClick = new EventTriggerConstom<PointerEventData>();
public EventTriggerConstom<PointerEventData> OnMouseDown=new EventTriggerConstom<PointerEventData>();
public EventTriggerConstom<PointerEventData> OnMouseEnter=new EventTriggerConstom<PointerEventData>();
public EventTriggerConstom<PointerEventData> OnMouseExit=new EventTriggerConstom<PointerEventData>();
public EventTriggerConstom<PointerEventData> OnMouseUp=new EventTriggerConstom<PointerEventData>();
public EventTriggerConstom<BaseEventData> OnMouseSelect=new EventTriggerConstom<BaseEventData>();
public EventTriggerConstom<BaseEventData> OnMouseUpdateSelect=new EventTriggerConstom<BaseEventData>();
public EventTriggerConstom<AxisEventData> OnMouseMove=new EventTriggerConstom<AxisEventData>();
public static EventTriggerListener Get(GameObject go)
{
EventTriggerListener listener = go.GetComponent<EventTriggerListener>() ?? go.AddComponent<EventTriggerListener>();
return listener;
}
public override void OnPointerClick(PointerEventData eventData)
{
if (OnMouseClick != null) OnMouseClick.Invoke(eventData);
}
public override void OnPointerDown(PointerEventData eventData)
{
if (OnMouseDown != null) OnMouseDown.Invoke(eventData);
}
public override void OnPointerEnter(PointerEventData eventData)
{
if (OnMouseEnter != null) OnMouseEnter.Invoke(eventData);
}
public override void OnPointerExit(PointerEventData eventData)
{
if (OnMouseExit != null) OnMouseExit.Invoke(eventData);
}
public override void OnPointerUp(PointerEventData eventData)
{
if (OnMouseUp != null) OnMouseUp.Invoke(eventData);
}
public override void OnSelect(BaseEventData eventData)
{
if (OnMouseSelect != null) OnMouseSelect.Invoke(eventData);
}
public override void OnUpdateSelected(BaseEventData eventData)
{
if (OnMouseUpdateSelect != null) OnMouseUpdateSelect.Invoke(eventData);
}
public override void OnMove(AxisEventData eventData)
{
if (OnMouseMove != null) OnMouseMove.Invoke(eventData);
}
//-------------
public class EventTriggerConstom<T> : UnityEvent<T>
{ }
}