注意,在UGUI的UI组件上添加该脚本,可以直接正常运行
如果是游戏场景中,具体的3D游戏对象,需要向主照相机添加Physics Raycaster脚本组件,并设置EventMask对应的layer。layer的设置,从优化角度,可以设置只需要射线交互的layer。比如,3D场景中,只某些建筑物需要交互,那么给该建筑设置building的layer。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using System;
/// <summary>
/// 动态点击事件触发。注意,场景中游戏对象触发,需要向照相机中,添加Physics Raycaster脚本组件,并设置EventMask对应的layer
/// </summary>
public class ClickEventTrigger : MonoBehaviour
{
private delegate void EventTriggerCallback(BaseEventData data);
// Start is called before the first frame update
void Start()
{
AddEventTriggerListener(EventTriggerType.PointerClick, OnPointerClick);
}
public void OnPointerClick(BaseEventData data) {
Debug.Log("点中我: "+name);
}
/// <summary>
/// 可添加AddEventTriggerListener对应的各种事件。
/// </summary>
/// <param name="eventType">EventTriggerType枚举(点击,滑动,进入,淡出等)</param>
/// <param name="myMethod"></param>
private void AddEventTriggerListener(EventTriggerType eventType, EventTriggerCallback myMethod) {
EventTrigger trigger = transform.GetComponent<EventTrigger>();
if(trigger == null) {
trigger = gameObject.AddComponent<EventTrigger>();
}
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = eventType;
UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(myMethod);
entry.callback.AddListener(callback); //添加代理事件到EventTrigger.Entry
//trigger.triggers默认不是null。可以添加一组事件列表。比如 PointerEnter,PointerExit等
trigger.triggers.Add(entry);
}
}