【UGUI】UGUI的事件监听

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正常监听:

GameObject btnObj = GameObject.Find(btnName);
			Button btn = btnObj.GetComponent<Button>();
			btn.onClick.AddListener(delegate() {
				this.OnClick(btnObj); 
			});

参考雨松的博客改写的UGUI 事件监听:http://www.xuanyusong.com/archives/3325;

可以像NGUI 一样用UIEventListener.get().OnClick = 方法;

下面附上代码

using UnityEngine;
using UnityEngine.EventSystems;

public class UIEventListener : MonoBehaviour, IPointerClickHandler,IPointerUpHandler,IPointerDownHandler,IPointerEnterHandler,IPointerExitHandler,ISelectHandler,IUpdateSelectedHandler
{
    public delegate void VoidDelegate(GameObject go);

    public delegate void IntDelegate(GameObject go, int index);

    public VoidDelegate onClick;
    public IntDelegate onIntClick;
    public VoidDelegate onDown;
    public VoidDelegate onEnter;
    public VoidDelegate onExit;
    public VoidDelegate onUp;
    public VoidDelegate onSelect;
    public VoidDelegate onUpdateSelect;

    [HideInInspector]
    private int index;

    static public UIEventListener Get(GameObject go)
    {
        UIEventListener listener = go.GetComponent<UIEventListener>();
        if (listener == null) listener = go.AddComponent<UIEventListener>();
        return listener;
    }

    static public UIEventListener Get(GameObject go, int i)
    {
        UIEventListener listener = go.GetComponent<UIEventListener>();
        if (listener == null) listener = go.AddComponent<UIEventListener>();
        listener.index = i;
        return listener;
    }

    public  void OnPointerClick(PointerEventData eventData)
    {
        if (onClick != null) onClick(gameObject);
        else if (onIntClick != null) onIntClick(gameObject, index);
    }
    public void OnPointerUp(PointerEventData eventData)
    {
        if (onUp != null) onUp(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 OnSelect(BaseEventData eventData)
    {
        if (onSelect != null) onSelect(gameObject);
    }

    public void OnUpdateSelected(BaseEventData eventData)
    {
        if (onUpdateSelect != null) onUpdateSelect(gameObject);
    }
    
}


下面就是 脚本中的执行

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ButtonTest : MonoBehaviour
{

    public GameObject btn_Test;

    void Start()
    {
        UIEventListener.Get(btn_Test).onClick = MyButtonEvent;
    }

    public void MyButtonEvent(GameObject button)
    {
        print("Test");
    }

}

(二)

using UnityEngine;
using UnityEngine.EventSystems;
public class UIEventListener : EventTrigger
{
    public delegate void VoidDelegate(GameObject go);
    public delegate void VectorDelegate(GameObject go, Vector2 screenPosition);
    public delegate void BoolDelegate(GameObject go, bool value);
    public VoidDelegate onClick;
    public VoidDelegate onDown;
    public VoidDelegate onUp;
    public BoolDelegate onHover;
    public VectorDelegate onBeginDrag;
    public VectorDelegate onDrag;
    public VectorDelegate onEndDrag;

    static public UIEventListener Get(GameObject go)
    {
        PhysicsRaycaster raycaster = Camera.main.gameObject.GetComponent<PhysicsRaycaster>();
        if (raycaster == null) raycaster = Camera.main.gameObject.AddComponent<PhysicsRaycaster>();
        UIEventListener listener = go.GetComponent<UIEventListener>();
        if (listener == null) listener = go.AddComponent<UIEventListener>();
        return listener;
    }
    public override void OnPointerClick(PointerEventData eventData)
    {
        if (onClick != null) onClick.Invoke(gameObject);
    }
    public override void OnPointerDown(PointerEventData eventData)
    {
        if (onDown != null) onDown.Invoke(gameObject);
    }
    public override void OnPointerUp(PointerEventData eventData)
    {
        if (onUp != null) onUp.Invoke(gameObject);
    }
    public override void OnPointerEnter(PointerEventData eventData)
    {
        if (onHover != null) onHover.Invoke(gameObject, true);
    }
    public override void OnPointerExit(PointerEventData eventData)
    {
        if (onHover != null) onHover.Invoke(gameObject, false);
    }
    public override void OnBeginDrag(PointerEventData eventData)
    {
        Vector2 position;
        Canvas canvas = FindObjectOfType<Canvas>();
        RectTransform rect = canvas.GetComponent<RectTransform>();
        if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, eventData.position, canvas.worldCamera, out position))
        {
            if (onBeginDrag != null) onBeginDrag.Invoke(gameObject, position);
        }
    }
    public override void OnDrag(PointerEventData eventData)
    {
        Vector2 position;
        Canvas canvas = FindObjectOfType<Canvas>();
        RectTransform rect = canvas.GetComponent<RectTransform>();
        if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, eventData.position, canvas.worldCamera, out position))
        {
            if (onDrag != null) onDrag.Invoke(gameObject, position);
        }
    }
    public override void OnEndDrag(PointerEventData eventData)
    {
        Vector2 position;
        Canvas canvas = FindObjectOfType<Canvas>();
        RectTransform rect = canvas.GetComponent<RectTransform>();
        if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rect, eventData.position, canvas.worldCamera, out position))
        {
            if (onEndDrag != null) onEndDrag.Invoke(gameObject, position);
        }
    }
}

使用方法

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UiManager : MonoBehaviour
{

    public GameObject _btnShow;


    void Start()
    {
        UIEventListener.Get(_btnShow).onHover = isHover;
    }

    public void isHover(GameObject go, bool isok)
    {
        Debug.Log("cC");
    }
}

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