Unity3d 通过代码手动创建button(不用GUI自带的button以及其他插件)

using Liulala.Utils;

using UnityEngine;


public class Button : MonoBehaviour

{

protected virtual void OnMoveOver()

{

}


protected virtual void OnMoveOut()

{

}


protected virtual void OnPressDown()

{

}


protected virtual void OnPressUp()

{

}


protected bool IsButtonPressed { get { return _isButtonPressed; } }


protected bool IsButtonHovered { get { return _isButtonHovered; } }


protected virtual void Awake()

{

if (_buttonCollider == null)

{

_buttonCollider = GetComponent<Collider>();

if (_buttonCollider == null)

{

_buttonCollider = GetComponentInChildren<Collider>();

if (_buttonCollider)

{

Debug.LogError("Couldn't find a collider for button");

}

}

}

}


protected virtual void Update()

{

if (HitButtonArea())

{

_isButtonHovered = true;

if (!PlatformUtil.IsTouchDevice)

{

OnMoveOver();

}


if (GameControl.Input.IsClickDown)

{

_isButtonPressed = true;

OnPressDown();

}

else if (GameControl.Input.IsClickUp && _isButtonPressed)

{

_isButtonPressed = false;

OnPressUp();

}

}

else if (_isButtonHovered)

{

_isButtonHovered = false;

OnMoveOut();

}

}


private bool HitButtonArea()

{

if (GameControl.Input.HasTouch)

{

Ray ray = Camera.main.ScreenPointToRay(GameControl.Input.MousePosition);

RaycastHit hit;

if (Physics.Raycast(ray, out hit, float.PositiveInfinity, ~LayerMask.NameToLayer("UI")))

{

return hit.collider == _buttonCollider;

}

}

return false;

}


[SerializeField]

private Collider _buttonCollider;

private bool _isButtonHovered;

private bool _isButtonPressed;

}


其他脚本继承于button脚本。

using UnityEngine;

using System.Collections;


public class StartButton : Button

{

    protected override void Awake()

    {

        base.Awake();


        _quadMesh = GetComponent<QuadMesh>();

    }


    protected override void OnMoveOut()

    {

        _quadMesh.Texture = _normalTexture;

    }


    protected override void OnPressDown()

    {

        _quadMesh.Texture = _activeTexture;

    }


    protected override void OnPressUp()

    {

        _quadMesh.Texture = _normalTexture;


        Application.LoadLevel("Main");

    }


    [SerializeField]

    private Texture2D _normalTexture;

    [SerializeField]

    private Texture2D _activeTexture;


    private QuadMesh _quadMesh;

}



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