参考链接:http://blog.csdn.net/huutu/article/details/46448313
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.Events;
public class RepeatButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler {
public bool invokeOnce = false;//是否只调用一次
private bool hadInvoke = false;//是否已经调用过
public float interval = 0.1f;//按下后超过这个时间则认定为"长按"
private bool isPointerDown = false;
private float recordTime;
public UnityEvent onPress = new UnityEvent();//按住时调用
public UnityEvent onRelease = new UnityEvent();//松开时调用
void Start ()
{
}
void Update ()
{
if (invokeOnce && hadInvoke) return;
if (isPointerDown)
{
if ((Time.time - recordTime) > interval)
{
onPress.Invoke();
hadInvoke = true;
}
}
}
public void OnPointerDown(PointerEventData eventData)
{
isPointerDown = true;
recordTime = Time.time;
}
public void OnPointerUp(PointerEventData eventData)
{
isPointerDown = false;
hadInvoke = false;
onRelease.Invoke();
}
public void OnPointerExit(PointerEventData eventData)
{
isPointerDown = false;
hadInvoke = false;
onRelease.Invoke();
}
}
可以通过面板拖拽或者代码来进行事件的绑定:
buttonL.GetComponent<RepeatButton>().onPress.AddListener(MoveLeft);
buttonL.GetComponent<RepeatButton>().onRelease.AddListener(Stand);