封装UGUI的点击事件

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参考博客 : http://gad.qq.com/article/detail/7210813


由于代码比较简单易懂,就不写注释了


/*************************************************************************
 *  FileName: UGUIListener.cs
 *  Author: LaiZhangYin(Eagle)   Version: 1.0   Date: 6/3/2017
 * if you have some question, please call 
 *  QQ/Wechat : 782966734
 *************************************************************************/

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System;

public class UGUIListener : EventTrigger
{
    public delegate void VoidDelegate(GameObject go);

    public delegate void DelegatePointer(GameObject go, PointerEventData eventData);

    public VoidDelegate onClick;
    public DelegatePointer onClickData;

    public VoidDelegate onDown;
    public DelegatePointer onDownData;

    public VoidDelegate onUp;
    public DelegatePointer onUpData;

    public VoidDelegate onEnter;
    public DelegatePointer onEnterData;

    public VoidDelegate onExit;
    public DelegatePointer onExitData;

    public VoidDelegate onLongPress;
    public DelegatePointer onLongPressData;

    public VoidDelegate onLongPressUp;
    public DelegatePointer onLongPressUpData;

    private float delay = 0.5f;
    private bool isDown = false;
    private bool isHolding = false;
    private float lastIsDownTime;
    private PointerEventData mTmpLongPressEventData;

    public DelegatePointer onBeginDragData;
    public DelegatePointer onDragData;
    public DelegatePointer onEndDragData;

    void Update()
    {
        if(isDown && !isHolding)
        {
            if(Time.time - lastIsDownTime > delay)
            {
                if (onLongPress != null) onLongPress(gameObject);
                if (onLongPressData != null) onLongPressData(gameObject, mTmpLongPressEventData);

                lastIsDownTime = Time.time;
                isHolding = true;
            }
        }
    }

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

    public override void OnPointerClick(PointerEventData eventData)
    {
        //base.OnPointerClick(eventData);
        if (onClick != null) onClick(gameObject);
        if (onClickData != null) onClickData(gameObject, eventData);
    }

    public override void OnPointerDown(PointerEventData eventData)
    {
        //base.OnPointerDown(eventData);
        isDown = true;
        lastIsDownTime = Time.time;
        mTmpLongPressEventData = eventData;
        if (onDown != null) onDown(gameObject);
        if (onDownData != null) onDownData(gameObject, eventData);
    }

    public override void OnPointerEnter(PointerEventData eventData)
    {
        //base.OnPointerEnter(eventData);
        if (onEnter != null) onEnter(gameObject);
        if (onEnterData != null) onEnterData(gameObject, eventData);
    }

    public override void OnPointerExit(PointerEventData eventData)
    {
        //base.OnPointerExit(eventData);
        if (onExit != null) onExit(gameObject);
        if (onExitData != null) onExitData(gameObject, eventData);
    }

    public override void OnPointerUp(PointerEventData eventData)
    {
        //base.OnPointerUp(eventData);
        if(isDown)
        {
            if (onLongPressUp != null) onLongPressUp(gameObject);
            if (onLongPressUpData != null) onLongPressUpData(gameObject, eventData);
            isDown = false;
            isHolding = false;
        }

        if (onUp != null) onUp(gameObject);
        if (onUpData != null) onUpData(gameObject, eventData);
    }

    public override void OnBeginDrag(PointerEventData eventData)
    {
       //base.OnBeginDrag(eventData);
        if (onBeginDragData != null) onBeginDragData(gameObject, eventData);
    }

    public override void OnDrag(PointerEventData eventData)
    {
        //base.OnDrag(eventData);
        if (onDragData != null) onDragData(gameObject, eventData);
    }

    public override void OnEndDrag(PointerEventData eventData)
    {
        //base.OnEndDrag(eventData);
        if (onEndDragData != null) onEndDragData(gameObject, eventData);
    }
}


测试代码 : 

/*************************************************************************
 *  FileName: ImageTest.cs
 *  Author: LaiZhangYin(Eagle)   Version: 1.0   Date: 6/3/2017
 * if you have some question, please call 
 *  QQ/Wechat : 782966734
 *************************************************************************/

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class ImageTest : MonoBehaviour 
{
    public Image image;
    void Awake()
    {
        UGUIListener.Get(image.gameObject).onClick = OnImageClickEvent;
    }

    private void OnImageClickEvent(GameObject go)
    {
        Debug.Log("click me");
        //image = GetComponent<Image>();
        if (image.color == Color.yellow)
            image.color = Color.red;
        else
            image.color = Color.yellow;
    }

    void OnDestroy()
    {
        UGUIListener.Get(image.gameObject).onClick = null;
    }
}


运行效果图:



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以下是使用Unity UGUI创建可滚动列表的封装代码: ```csharp using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; public class ScrollableList : MonoBehaviour { public GameObject listItemPrefab; public Transform contentPanel; public ScrollRect scrollRect; private List<GameObject> listItems = new List<GameObject>(); public void AddListItem(string text) { GameObject listItem = Instantiate(listItemPrefab) as GameObject; listItem.transform.SetParent(contentPanel, false); listItem.GetComponent<Text>().text = text; listItems.Add(listItem); UpdateContentSize(); } public void RemoveListItem(int index) { if (index >= 0 && index < listItems.Count) { Destroy(listItems[index]); listItems.RemoveAt(index); UpdateContentSize(); } } public void ClearList() { foreach (GameObject listItem in listItems) { Destroy(listItem); } listItems.Clear(); UpdateContentSize(); } private void UpdateContentSize() { GridLayoutGroup gridLayout = contentPanel.GetComponent<GridLayoutGroup>(); float cellSize = gridLayout.cellSize.y + gridLayout.spacing.y; float spacing = gridLayout.padding.top + gridLayout.padding.bottom + gridLayout.spacing.y; int rowCount = Mathf.CeilToInt(listItems.Count / (float)gridLayout.constraintCount); float height = rowCount * cellSize + spacing; contentPanel.GetComponent<RectTransform>().sizeDelta = new Vector2(0, height); } } ``` 在这个封装代码中,我们将创建、添加、删除和清空列表项的功能封装成了公共函数。当添加、删除、或清空列表项时,我们都会调用`UpdateContentSize()`函数来重新计算内容面板的大小并设置为`contentPanel`的大小。这样,我们就可以在脚本中方便地使用这个可滚动列表了。

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