ugui事件传递

问题

设想当前有A,B两个同级UI,按钮A在布局B上面,A有点击效果,B有滑动效果,现在需要在A上进行滑动操作时B滑动,并且A仍然支持点击。

在这里插入图片描述

思路

由于ugui默认只有一个UI接受射线并分发事件,导致在A上滑动时,滑动的事件和参数一定会终止于A,我们需要一个机制让事件传递下去,直到我们想要的目标B。

实现

实现原理也比较简单,我们编写一个组件用于传递事件,在触发ugui的事件时,重新发射一次射线,然后把挂载了这个组件的物体和当前的物体过滤掉,就可以找到我们想要的底层UI物体,把相关的事件再发给这个物体就好了

public class EventPassOn : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler,
    IInitializePotentialDragHandler, IBeginDragHandler, IDragHandler, IEndDragHandler {
    public bool dragging { get; private set; }

    private PointerEventData _dragData;

    private GameObject _pointerPress;
    private GameObject _pointerDrag;

    [SerializeField] private bool enable;

    public bool Enable {
        get => enable;
        set {
            enable = value;
            if (enable == false && dragging) {
                DoEndDrag(_dragData);
            }
        }
    }

    /// <summary>
    /// 关闭面板的时候OnEndDrag不会触发,这里特殊处理一下
    /// </summary>
    private void OnDisable() {
        if (dragging) {
            OnEndDrag(_dragData);
        }
    }

    public void OnPointerDown(PointerEventData eventData) {
        _pointerPress = null;
        _pointerDrag  = null;
        dragging      = false;

        if (!Enable)
            return;

        var raycast = GetFirstRaycastBehind(eventData);
        if (raycast.gameObject != null) {
            _pointerPress = ExecuteEvents.GetEventHandler<IPointerDownHandler>(raycast.gameObject);
            _pointerDrag  = ExecuteEvents.GetEventHandler<IDragHandler>(raycast.gameObject);
        }

        if (_pointerPress != null) {
            ExecuteEvents.Execute(_pointerPress, eventData, ExecuteEvents.pointerDownHandler);
        }
    }

    public void OnPointerUp(PointerEventData eventData) {
        if (Enable && _pointerPress != null) {
            ExecuteEvents.Execute(_pointerPress, eventData, ExecuteEvents.pointerUpHandler);
        }
    }

    public void OnPointerClick(PointerEventData eventData) {
        if (Enable && _pointerPress != null) {
            var raycast = GetFirstRaycastBehind(eventData);
            if (raycast.gameObject != null) {
                var pointerClick = ExecuteEvents.GetEventHandler<IPointerClickHandler>(raycast.gameObject);
                if (pointerClick == _pointerPress) {
                    ExecuteEvents.Execute(pointerClick, eventData, ExecuteEvents.pointerClickHandler);
                }
            }
        }
    }

    public void OnInitializePotentialDrag(PointerEventData eventData) {
        if (Enable && _pointerDrag != null) {
            ExecuteEvents.Execute(_pointerDrag, eventData, ExecuteEvents.initializePotentialDrag);
        }
    }

    public void OnBeginDrag(PointerEventData eventData) {
        if (!Enable)
            return;

        if (_pointerDrag != null) {
            ExecuteEvents.Execute(_pointerDrag, eventData, ExecuteEvents.beginDragHandler);
            if (_pointerDrag != _pointerPress && _pointerPress != null) {
                ExecuteEvents.Execute(_pointerPress, eventData, ExecuteEvents.pointerUpHandler);
                _pointerPress = null;
            }
        }

        dragging  = true;
        _dragData = eventData;
    }

    public void OnDrag(PointerEventData eventData) {
        if (!Enable)
            return;

        if (_pointerDrag != null) {
            ExecuteEvents.Execute(_pointerDrag, eventData, ExecuteEvents.dragHandler);
        }

        _dragData = eventData;
    }

    public void OnEndDrag(PointerEventData eventData) {
        if (!Enable)
            return;

        DoEndDrag(eventData);
    }

    private void DoEndDrag(PointerEventData eventData) {
        if (_pointerDrag != null) {
            ExecuteEvents.Execute(_pointerDrag, eventData, ExecuteEvents.endDragHandler);
        }

        dragging = false;
    }

    private RaycastResult GetFirstRaycastBehind(PointerEventData eventData) {
        var results = new List<RaycastResult>();
        EventSystem.current.RaycastAll(eventData, results);

        foreach (var result in results) {
            if (result.gameObject == gameObject)
                continue;

            if (result.gameObject.GetComponent<EventPassOn>() != null)
                continue;

            /* 如果有子节点,这里需要做额外的判断
            var go = ExecuteEvents.GetEventHandler<IPointerDownHandler>(result.gameObject);
            if (go == gameObject)
                continue;

            if (go != null && go.GetComponent<EventPassOn>() != null)
                continue;
            */

            return result;
        }

        return new RaycastResult();
    }
}
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